A large rug covers the entire floor. |
Mechanical Trap |
Walking on the rug generates a static charge buildup that is discharged upon exiting the room.
A DC 14 Wisdom (Perception) check will note that the air in this room in unusually dry. For each movement action spent on the rug, the moving creature builds up 1 charge. When the room is exited, the creature takes 1d6 electricity damage for each charge built up. A successful DC 14 Constitution saving throw halves this damage. In order to take no damage, the rug must be avoided in some way. It can be rolled up with a successful DC 8 Strength check. |