Fireman Pole


 

A metal pole leads down through a hole into the darkness.

Mechanical Trap

The pole goes down 40 feet. About 30 feet down, the surface of the pole begins to resemble a cheese grater.

A DC 16 Wisdom (Perception) check reveals some discoloration about 30 feet down the pole. A followup DC 14 Intelligence (Investigation) check shows that the discoloration is due to sharp protrusions.

It takes one round to slide down the pole and can be done with a DC 5 Strength (Athletics) check. When the target gets close to the sharp part of the pole, if they haven’t already seen it, they can detect the sharp surface with a DC 12 Wisdom (Perception) check. It requires a successful DC 12 Strength (Athletics) check to stop downward motion. After that, it requires a successful DC 14 Dexterity (Acrobatics) check to carefully move past.

If the sharp part is not detected, or if the target chooses to not slow down, when they hit the sharp part, the target takes 4d4+4 slashing damage, with a DC 14 Dexterity saving throw halving this damage. On a failed save, the target is also at disadvantage on all Dexterity based rolls until the damage from the pole is healed.

 

 

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

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