Fly Trap
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Fly Trap is a passive feature that attempts to prevent a target from moving.
Description
Chance to
target if it is not a plant or a beast.Condition: Ensnared
Duration: 2 turns
- Cannot move and takes 1d6Piercing damage per turn.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.
How to learn
Granted by the weapons:
Notes
- This property can prevent a character from moving for at most one turn. This is because the duration is lost at the beginning of the turn, which means that if an enemy has has 1 turn of Ensnared left just before its turn, it is no longer Ensnared during its turn.
- There are three different kinds saves:
- The first is when the condition is applied. The DC for this is 12.
- The second is at the beginning of the victim's first turn after receiving the condition. The DC for this is Spell save DC. The condition ends if save succeeds.
- The third is at the beginning of the possible second turn, but this one is redundant, because the condition always ends then regardless of whether the save fails or succeeds. The DC for this is Spell save DC.
- The Sharpened Snare passive feature from Sharpened Snare Cuirass affects the second and third save but not the first one.
- The piercing damage is applied each turn regardles whether the save fails or succeeds.