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Punji Stake Field

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

Punching into the surface of the area are little holes with downward pointing wooden spikes concealed just inside, the openings big enough and in just the right places for Small- or Medium-sized creatures to step into them.

Punji Stakes. When a creature steps into the hole it makes a Dexterity saving throw . On a failure the trap catches the creature’s leg and restrains it, dealing 5 (2d4) piercing damage each time it attempts to move or when a check made to free it fails by 5 or more. Escaping the trap requires an Acrobatics or Athletics check.

Trap. This trap can be detected by a passive Perception of 15 to notice a covering of leaves concealing wooden spikes beneath. If the trap is not detected, it automatically triggers a critical failure.

Possible Solutions

A group Investigation check is made to safely move around the hidden foot-sized pits. Alternatively, a sufficiently strong gust of wind can move the concealing leaves, or slowed movement using an object to disperse the leaves reveals where these holes are located.

Critical Failure: Each adventurer steps into punji stakes. On a failed saving throw they suffer a wound that deals 2 (1d4) ongoing piercing damage until they regain hit points or an action is spent making a Medicine check.

Failure: Each adventurer that failed steps into punji stakes.

Success: The adventurer evades the punji stakes.

Critical Success: The party evades the punji stakes. Roll on the Boons and Discoveries table (page 196 in Trials & Treasures).