TRAP MASTER
Sadistic humanoids with an affinity for traps, who dress in blending cloaks and dwell in dungeons.
AC 7 [12], HD 3* (13hp), Att 1 × trap, THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Chaotic, XP 50, NA 1 (0), TT U, V
▶ Surprise: On a 1–4, due to chameleon-like ability to blend in with surroundings.
▶ Trap: Range 30’. Affects all within a 10’ square area. Each can be used once per day:
a. Pit: 1d3 × 10’ deep. Opens up beneath victims’ feet, inflicting falling damage on any who fall in. Non-surprised creatures may save versus paralysis to avoid.
b. Scything blade: Swings attacking for 1d8 damage. A single attack roll is made and compared against the AC of all targets.
c. Flash of light: Causes blindness for 1d8 turns (save versus spells).
No comments:
Post a Comment