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Hazards

Poisoned Secret Door Trap

Level 14

commonMagicalMechanicalTrap

A secret door rigged to drive venom-coated needles into the first hand that works the latch.

Found with Stealth DC 34 (master). To disable, a creature must make a DC 34 Thievery (expert) check to break the mechanism, or a DC 39 Perception (master) check to identify the three stones that, when pressed, prevent the trap from triggering. The trap is immune to critical hits, object immunities, and precision damage.

Spring [Reaction] (attack)

When triggered, the needles make a melee attack at +32 dealing 1d12 piercing plus purple worm venom.

Purple Worm Venom (poison) Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)

Reset: If disabled, the trap resets after 1 minute.

Level 14 · Complexity Simple

Stealth DC 34 (master)

Disable

  • Thievery DC 34 (expert) — to break the mechanism
  • DC 39 (master) — to identify the three stones that, when pressed, prevent the trap from triggering

AC 36

HP 92 · Hardness 23

Immunities critical hits, object immunities, precision damage

Trigger A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface

Effect Needles pop out of the door at the triggering creature.

Reset If disabled, the trap resets after 1 minute.