Spiked Doorknob


A small door near the end of the hall likely leads to a closet or small room.

Mechanical Trap

When the doorknob is turned, several needle spikes around the circumference extend. When the doorknob is released, the spikes go back inside the doorknob.

A DC 14 Wisdom (Perception) check reveals several small holes around the circumference of the knob.

When the knob is turned, the creature must make a DC 12 Dexterity saving throw or take 1d4 piercing damage.

The trap can be disabled by blocking the holes with a DC 14 Dexterity check, or by opening the knob and disabling the inside mechanism, which requires a successful DC 12 Dexterity check with thieves’ tools.


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

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