Kobold’s Spiteful Spiker

Complexity: Complex

Type: Mechanical

Severity: Dangerous


Trigger: Tripwire

Effect: Immediate Effect: Upon triggering, the tripwire sets off a mechanism that unleashes a series of scythe-like spikes from the floor within a 15-foot radius. Each creature in this range must make a Dexterity Saving Throw (DC 14). On a failed save, they take 1d10 piercing damage and must succeed a second saving throw: Wisdom Saving Throw (DC 12) or be frightened until the end of their next turn. Secondary Effect (Ongoing): The trap remains active for three rounds: The spikes stay partially raised, creating difficult terrain (double movement to navigate). Each creature that ends its turn within the area must make a Dexterity Saving Throw (DC 14) or take 1d6 piercing damage from jostling minor spikes.

Damage Output: Initial spikes deal piercing damage upon activation and additional minor piercing damage over three rounds. (Piercing)

Detection DC: DC 12 Perception: Listen for mechanics clicking. DC 14 Investigation: Spot the tripwire hidden under the debris.

Disarm DC: DC 15 Dexterity (Sleight of Hand) or Intelligence (Investigation): Safely maneuver around the tripwire without triggering it. Proficiency in Tinker’s Tools can allow a character to disable the mechanism with a successful DC 15 check.


As you traverse the narrow passage, an aroma of stale food and damp earth dances in the air, encircling you with discomfort and unease. You notice an ominous pile of debris ahead, littered with rags and broken implements. Barely visible among the clutter lies a fine, gleaming tripwire, its tautness betraying a lurking danger. A faint echo of low, mocking giggles reverberates around you, heightening the weight of dread pressing down on your shoulders. Suddenly, the ground erupts beneath you — spikes shoot upward with lethal intent, momentarily catching you off guard. A quick glance reveals that the spiked mechanisms remain poised to strike again, injecting panic into the space, each jab a reminder of the kobolds’ cunning design.

Gameplay Notes for “Kobold’s Spiteful Spiker” Trap

Trap Activation

  • Trigger Conditions: The “Kobold’s Spiteful Spiker” activates when a character triggers a tripwire hidden beneath a pile of debris. If a character enters the area without detecting the tripwire, or if they inspect the refuse closely but fail to notice the cord, the trap activates.
  • Action of Trigger: Once activated, the trap immediately reveals its chaotic ingenuity, invoking panic and potential damage to any character within a 15-foot radius as the spikes spring from the ground.

Detection and Disarm Notes

  • Detection Checks:
    • Perception Check (DC 12): Listen for faint clicking sounds indicating the trap’s mechanism.
    • Investigation Check (DC 14): Spot the tripwire among the debris.
  • Disarm Checks:
    • Sleight of Hand or Investigation Check (DC 15): Attempt to skillfully move the wire aside to avoid triggering it.
    • Tinker’s Tools Check (DC 15): Proficient characters can disable the mechanical components once identified.
  • Clues: Cautious players will notice the unnatural alignment of debris or subtle tracks indicating kobold foot traffic that may hint at the trap’s location.

Suggested Tactics and Variations

  • Tactics for the DM:
    • Targeting Specific Characters: If characters are grouped, adjust the damage to maximize impact, focusing spikes on those with lower Dexterity saves.
    • Kobold Behavior: Use the activated trap as a signal for nearby kobolds. They can dart in to harass players, trying to lure them into the hazardous area or create distractions.

Initiative and Round Actions

  • Initiative: The trap rolls for initiative with a bonus of +3 (using Dexterity) alongside any activated kobold allies.
  • Round Actions:
    • Round 1 (Activation): Spikes spring up; all characters must make a Dexterity saving throw (DC 14).
    • Round 2 (Continued Hazard): Anyone beginning their turn in the area takes 1d6 piercing damage unless they succeed on a DC 14 Dexterity saving throw; minor spikes emerge randomly.
    • Round 3 (Flamethrower Effect): If still active, flammable material catches fire, dealing 1d6 fire damage to all in the area.
    • Round 4 Onward: The spikes retract slightly (making movement easier, but not safe); any characters in the area still take 1d4 damage from intermittent spikes.

Round-by-Round Effects

  • Round 1:
    • Activation of the spikes; immediate Dexterity save for half damage. If failed, 1d10 piercing damage and potential for fear (fail the Wisdom save).
  • Round 2:
    • Area remains hazardous; those in this space suffer 1d6 piercing damage if they don’t pass the Dexterity save.
  • Round 3:
    • Spikes remain active, but if not disarmed, ignitable debris combusts causing 1d6 fire damage.
  • Round 4 Onward:
    • The nature of damage begins to change, with characters still exposed suffering ongoing effects of intermittent spikes.
    • Reset at Round 5 unless disarmed.

Additional Tips for Smooth Execution

  • Track Damage and Effects: Use a whiteboard or note cards to track damage and condition statuses (like frightened) on players.
  • Engage Players with Descriptions: Enhance the role-play experience—describe the atmosphere of the lair (such as smell and sounds) distinctly to build tension.
  • Player Decisions: Allow players’ actions to dynamically alter the trap’s severity (e.g., they could cause a loud noise that attracts kobold reinforcements).
  • Visual Aids: If possible, use a battle map to illustrate the trap’s area, making it easier for players to visualize their positions and movement options.

Implementing these notes should allow the DM to run this trap effectively while keeping the players engaged and on their toes! It brings the kobold lair’s cunning and treachery to life, enhancing the adventure with immediate danger and the thrill of survival.

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