Worm Trap

Each trap hides under the dust, and snaps up with iron clamps when a Medium or larger creature steps on it. The creature must make a DC 14 Dexterity saving throw, taking 2d6 piercing damage on a failed save and half as much on a successful one. On a failed save, the target is also restrained, but can end the restrained condition by making a DC 11 Strength check to remove the trap.

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