Item: Trip Snare
You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 21 Reflex save.
If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.
Critical Success The creature is unaffected.
Success The creature is Off Guard until the start of its next turn.
Failure The creature falls Prone.
Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Acid Spitter | 4 | Uncommon |
| Biting Snare | 4 | Common |
| Boom Snare | 4 | Uncommon |
| Clinging Ooze Snare | 4 | Rare |
| Fang Snare | 4 | Uncommon |
| Fire-Douse Snare | 4 | Rare |
| Glittering Snare | 4 | Uncommon |
| Hobbling Snare | 4 | Uncommon |
| Ice Slick Snare | 4 | Uncommon |
| Irritating Thorn Snare | 4 | Uncommon |
| Tar Rocket Snare | 4 | Uncommon |
| Warning Snare | 4 | Common |
| Clockwork Chirper | 3 | Uncommon |
| Detonating Gears Snare | 3 | Common |
| Dream Pollen Snare | 3 | Uncommon |
| Fire Box | 3 | Uncommon |
| Flame Drake Snare | 5 | Uncommon |
| Grease Snare | 5 | Rare |
| Hoof Stakes Snare | 3 | Uncommon |
| Pummeling Snare | 5 | Uncommon |