Flippin' and Flingin' | Free 5e & PF2e Trap
Written by Dean Rigdon
This free trap can be dragged and dropped wherever you may need a trap in your game and customized as desired. Versions for both 5e and Pathfinder 2e are included.
If you're looking for more traps like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular trap came from the August 2023 issue, Mortals & Mechanisms, where you can find even more traps!
Flippin' and Flingin' - 5e
Mechanical trap (Simple trap, level 1-4, dangerous)
Description. This 5-foot by 10-foot trap can be placed in any location where the ground has a flat area that will fit the trap’s size. It could be in the middle of a forest path, in a narrow hallway, or even on a ship or boat.
Trigger. A creature that steps on the trap triggers it.
Effect. A false section in the ground flips over quickly, launching the unfortunate creature. Any creature standing on that area must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and get launched 30 feet in the direction the creature was originally moving, or in the opposite direction at the game master’s discretion.
Countermeasures. A creature that succeeds on a DC 17 Wisdom (Perception) check can make out the faint outline where the ground ends, and the trap begins. A creature can disable this trap by messing with the spring that supplies the launching force. They must succeed on a DC 13 Dexterity (Thieves’ Tools) check to disarm the spring or else trigger the trap.
Flippin' and Flingin' - PF2e
Mechanical, trap, simple
Stealth DC 20 (trained)
Description. This 5-foot by 10-foot trap can be placed in any location where the ground has a flat area that will fit the trap’s size. It could be in the middle of a forest path, in a narrow hallway, or even on a ship or boat.
Disable DC 23 Perception (expert) check can make out the faint outline where the ground ends, and the trap begins. A creature can disable this trap by messing with the spring that supplies the launching force. They must succeed on a DC 15 Thievery check to disarm the spring or else trigger the trap.
Fling (reaction) Trigger. A creature that steps on the trap triggers it.; Effect. A false section in the ground flips over quickly, launching the unfortunate creature. Any creature standing on that area must succeed on a DC 23 Reflex save or take 18 (4d8) bludgeoning damage and get launched 30 feet in a direction determined by the game master.
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Posted in
Traps