A caltrop is a four-pronged metal spike crafted
so that one prong faces up no matter how the caltrop comes
to rest. You scatter caltrops on the ground in the hope that
your enemies step on them or are at least forced to slow
down to avoid them. One 2-pound bag of caltrops covers
an area 5 feet square.
Each time a creature moves into an area covered by
caltrops (or spends a round fighting while standing in
such an area), it runs the risk of stepping on one. Make an
attack roll for the caltrops (base attack bonus +0) against the
creature. For this attack, the creature’s shield, armor, and
def lection bonuses do not count. If the creature is wearing
shoes or other footwear, it gets a +2 armor bonus to AC. If
the attack succeeds, the creature has stepped on a caltrop.
The caltrop deals 1 point of damage, and the creature’s
speed is reduced by half because its foot is wounded. This
movement penalty lasts for 24 hours, until the creature is
successfully treated with a DC 15 Heal check, or until it
receives at least 1 point of magical healing. A charging or
running creature must immediately stop if it steps on a
caltrop. Any creature moving at half speed or slower can
pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.
Cost: 1 gp
Weight: 2 lbs.