Whirling Winds | Free 5e and PF2 Trap

Whirling Winds | Free 5e and PF2 Trap

Written by Hana the Lorekeeper

Seemingly innocent paths may conceal lurking dangers. Travelers must tread carefully, for within the icy winds lie unseen perils waiting to ensnare the unsuspecting.

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 March 2024 issue of Lair Magazine, Marvels & Moonlight, where you can find even more resources!

Whirling Winds - 5e

Magical trap (Simple trap, level 11-16, dangerous)

Description. Along any mountain road the party chooses, there will be a simple stone path between two steep, rocky cliffs. Nothing is immediately suspicious about the path, but creatures that proceed without checking the area will become blustered and assaulted by unseen entities. Several decades ago, the path led to an arcane scholar’s abode, and he grew tired of visitors interrupting his studies. In order to prevent interlopers from reaching his home, he set up this trap by harnessing the ever-blowing winds of the Elemental Plane of Air.

Trigger. The trap is triggered whenever a creature that weighs less than 1,000 lbs. steps on the 5 by 5 foot trapped spot.

Effect. When a creature steps on the trapped stop for the first time or starts its turn there, it must succeed on a DC 15 Strength saving throw to avoid being hoisted 30 feet into the air. When in the air, it takes 7 (2d6) slashing damage every turn and must succeed on a DC 15 saving throw or rise 30 feet into the air. Creatures that succeed on their Strength saving throw while in the air descend 30 feet. When a creature has risen 90 feet into the air, it immediately falls in a random direction (determined by a d8) and takes 31 (9d6) bludgeoning damage.

If another creature steps on the trapped spot when a creature is in the air, the first creature drops from whatever elevation they are at, and the trap affects the new creature.

Spells such as dispel evil and good that grant protection from elementals grant advantage on the save due to the trap’s origins in the Elemental Plane of Air.

Whirling Winds - Pathfinder 2 (Hazard 6)

Magical, Trap

Stealth DC 28 (expert)

Description. Along any mountain road the party chooses, there will be a simple stone path between two steep, rocky cliffs. Nothing is immediately suspicious about the path, but creatures that proceed without checking the area will become blustered and assaulted by unseen entities. Several decades ago, the path led to an arcane scholar’s abode, and he grew tired of visitors interrupting his studies. In order to prevent interlopers from reaching his home, he set up this trap by harnessing the ever-blowing winds of the Elemental Plane of Air.

Disable DC 25 Perception (expert) to notice the area is suspiciously clear of debris like small stones and that there is an elemental creature bound to the same place. Casting dispel magic on the trapped location prevents the elemental creature from powering the magic, disabling the trap for 1 hour. Casting banishment on the trapped location permanently disables the trap.

Up You Go [reaction] Trigger. The trap is triggered whenever a creature that weighs less than 1,000 lbs. steps on the 5 by 5 foot trapped spot. Effect. When a creature steps on the trapped stop for the first time or starts its turn there, it must succeed on a DC 24 Fortitude save to avoid being hoisted 30 feet into the air. Creatures that are hoisted into the air remain suspended for 1 round, during which they take 2d10+9 slashing damage from the wind shear. After that round, they are thrown back toward the ground and take an additional 2d10+9 bludgeoning damage. If the trap is disabled while they are in the air, they float to the ground safely.

If another creature steps on the trapped spot when a creature is in the air, the first creature drops from whatever elevation they are at, and the trap affects the new creature.

Increasing Danger. Placing this trap in an area near a cliff or other steep vertical drop can cause the fall damage to increase to deadly if creatures get hurled in that direction.

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