Electric Keyhole


A locked armoire is in the corner.

Mechanical Trap

The inside of the lock is electrically charged. The owner uses an insulated key to open it.

A DC 16 Wisdom (Perception) check reveals a small wire inside the lock.

If the lock is picked, forced or jammed with metal, the trap is sprung. The lock requires a DC 14 Dexterity check with thieves’ tools to open. If not disabled, the creature opening the lock takes 2d6 electricity damage with a successful DC 14 Constitution saving throw halving the damage.

The trap can be disabled with a DC 18 Dexterity check with thieves’ tools. by removing the wire.

For fun, a metal key is in a desk in the room. It fits the lock, but does not turn and is not insulated; therefore it springs the trap.


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

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