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Enchanted Statue

nd tier (
Challenge
DC
Area
(less than 1 hour)

When a pressure plate concealed on the ground registers 20 or more pounds of weight, a nearby statue expels fire from an orifice (such as a mouth or nostrils) or a spellcasting focus (such as a wand or staff). 

Magical Effect. The statue has a magical effect created through evocation magic, though its aura requires a passive Perception of 14 to be seen while under the effects of detect magic . Using dispel magic on the statue to suppress its enchantment for 24 hours requires a spellcasting ability check.

Trap. This trap can be detected by a passive Perception of 17 or with a Perception check. If the trap is not detected, it automatically triggers a critical failure.

Variant: Elemental Statues. Not all statues need to breathe fire! Because this trap is magical, it can deal most types of magical damage instead of fire. Use the Elemental Statues table for alternate damage types and the extra effects of an elemental statue.

Possible Solutions
  • An adventurer can make a Dexterity check to wedge a dagger beneath the pressure plate or a thieves’ tools check to disarm the pressure plate before triggering it.

Potential Outcomes

Critical Failure: The adventurers trigger the trap and a 45-foot cone of flame washes over them. Creatures in the area make a Dexterity saving throw , taking 26 (4d12) fire damage on a failure, or half damage on a success. All flammable objects that are unattended are lit on fire.

Failure: The adventurers trigger the trap and a 30-foot cone of flame washes over them. Creatures in the area make a Dexterity saving throw , taking 13 (2d12) fire damage on a failure, or half damage on a success. All flammable objects that are unattended are lit on fire.

Success: The adventurers avoid or disarm the trap, or activate it from a safe distance.

Critical Success: The adventurers avoid or disarm the trap but have the option to leave the trap active for someone else to deal with.

Table: Elemental Statues

Damage Type Saving Throw Extra Effect

Acid     Dexterity Unattended objects are damaged by the acid.

Cold     Dexterity The frigid ice explodes on impact with a surface, dealing an extra 5 (2d4) piercing damage to any creatures in the cone’s area.

Lightning Dexterity Stunned for 1 round on a failed saving throw .

Poison Constitution Poisoned for 1 hour on a failed saving throw .

Psychic Intelligence On a failed saving throw , a creature has disadvantage on attack rolls and saving throws for 10 minutes.

Thunder Constitution Knocked prone on a failed saving throw .