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Hazards

False Door Trap

Level 6

commonMechanicalTrap

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