Glitter Bomb


An iron bound wooden chest sits in the corner.

Mechanical Trap

The lock is filled with small bits of powdered glass that explodes out of the lock.

A DC 12 Wisdom (Perception) check reveals traces of a powdery substance around the lock. A successful DC 14 Intelligence (Investigation) check shows this powder to be finely ground glass.

When the lock is opened, powdered glass billows out of the lock. All creatures in a 10 foot cone in front of the lock must make a DC 14 Constitution saving throw or take 1d4 points of piercing damage and become blinded.

The blind condition lasts until hit points are restored via magical means.

The trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure causes the trap to discharge.



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

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