False Door Trap
Level 6
A door that goes nowhere — solid brick lurks behind it, and the doorknob is the trigger for a charge waiting to blast whoever tries the handle.
In play
Explosive Charge [Reaction]
Disable DC 27 Thievery (expert) to disable the doorknob trigger.
Level 6 · Complexity Simple
Stealth DC 28 (expert) — (expert) to see the brick wall behind the edges of the door
Disable Thievery DC 27 (expert) — to disable the doorknob trigger
AC 24
HP 50 · Hardness 8
Immunities critical hits, object immunities, precision damage
Trigger The doorknob is turned
Effect The charge behind the door explodes, dealing 2d8+9 fire damage and 2d8+9 piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away