Dark Lock


The wooden door is locked. Spikes on a gear wheel move about the lock.

Magical Trap

The lock plunges the room into darkness if not opened with a special key.The spikes can be avoided with a DC 12 Dexterity (Acrobatics) check. If the room is dark, this check is made at disadvantage. If the check fails, the target takes 1d2 points of piercing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

The lock itself requires a special key to open. It can be picked with a DC 12 Dexterity check with thieves’ tools, but if the trap is not dispelled, the room is plunged into darkness as soon whether or not the lock is opened. Opening the door dispels the darkness

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of evocation on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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

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