Falling Safe


 

A safe sits in this high-ceilinged closet.

Magical Trap

When the safe is opened, it is teleported 10 feet above the target where it falls.

The safe requires a DC 20 Dexterity check with thieves’ tools to open.

When it is opened, it is teleported 10′ above the target. The target must make a DC 16 Dexterity saving throw or take 6d6 bludgeoning damage.

An aura of conjuration can be detected on the liquid with detect magic or a successful DC 21 Intelligence (Arcana) check.

Dispel magic (DC 17) or a DC 22 Intelligence (Arcana) check dispels the effect from the safe.

 

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

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