Challenge Rating of a Trap

To calculate the Challenge Rating of a trap, add all the CR modifiers (see the tables below) to the base CR for the trap type.

Mechanical Trap: The base CR for a mechanical trap is 0. If your final CR is 0 or lower, add features until you get a CR of 1 or higher.

Magic Trap: For a spell trap or magic device trap, the base CR is 1. The highest-level spell used modifies the CR (see Table: CR Modifiers for Magic Traps).

Average Damage: If a trap (either mechanical or magic) does hit point damage, calculate the average damage for a successful hit and round that value to the nearest multiple of 7. Use this value to adjust the Challenge Rating of the trap, as indicated on the tables below. Damage from poisons and pit spikes does not count toward this value, but damage from a high strength rating and extra damage from multiple attacks does.

For a magic trap, only one modifier applies to the CR—either the level of the highest-level spell used in the trap, or the average damage figure, whichever is larger.

Multiple Traps: If a trap is really two or more connected traps that affect approximately the same area, determine the CR of each one separately.

Multiple Dependent Traps: If one trap depends on the success of the other (that is, you can avoid the second trap altogether by not falling victim to the first), they must be treated as separate traps.

Multiple Independent Traps: If two or more traps act independently (that is, none depends on the success of another to activate), use their CRs to determine their combined Encounter Level as though they were monsters. The resulting Encounter Level is the CR for the combined traps.

Table: CR Modifiers for Mechanical Traps
Feature CR Modifier
Search DC  
15 or lower –1
25–29 +1
30 or higher +2
Disable Device DC  
15 or lower –1
25–29 +1
30 or higher +2
Reflex Save DC (Pit or Other Save-Dependent Trap)  
15 or lower –1
16–24
25–29 +1
30 or higher +2
Attack Bonus (Melee or Ranged Attack Trap)  
+0 or lower –2
+1 to +5 –1
+6 to +14
+15 to +19 +1
+20 to +24 +2
Damage/Effect  
Average damage +1/7 points*
Miscellaneous Features  
Alchemical device Level of spell mimicked
Liquid +5
Multiple target +1 (or 0 if never miss)
Onset delay 1 round +3
Onset delay 2 rounds +2
Onset delay 3 rounds +1
Onset delay 4+ rounds –1
Poison CR of poison (see below)
Black adder venom +1 Large scorpion venom +3
Black lotus extract +8 Malyss root paste +3
Bloodroot +1 Medium spider venom +2
Blue whinnis +1 Nitharit +4
Burnt othur fumes +6 Purple worm poison +4
Deathblade +5 Sassone leaf residue +3
Dragon bile +6 Shadow essence +3
Giant wasp poison +3 Small centipede poison +1
Greenblood oil +1 Terinav root +5
Insanity mist +4 Ungol dust +3
Wyvern poison +5    
Pit spikes +1
Touch attack +1
* Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers).

Table: CR Modifiers for Magic Traps
Feature CR Modifier
Highest-level spell + Spell level OR +1 per 7 points of average damage per round*
*See the note following Table: CR Modifiers for Mechanical Traps.