Pillory


 

This large hall has a 25 foot tall ceiling. The floor is made of shiny marble. A raised dais is at the far end of the room.

Magical Trap

This is an old throne room. It was originally made to keep people from venturing too near the throne.

When any creature gets within 30′ of the throne, six pillars rise from the floor underneath the six nearest creatures to the throne. These columns rise all the way to the ceiling.

A DC 16 Dexterity saving throw is required to jump off the column. Those that do not jump off the columns are crushed and pinned against the ceiling. The creature takes 6d6 bludgeoning damage and is restrained.

Each round a restrained creature may use an action to make a DC 16 Dexterity or Strength check to move or fall off of the pillar.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation about the throne.

The trap on the throne can be dispelled with Dispel Magic or another similar spell or effect with a DC of 15 vs. spellcasting ability.

 

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

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