The wooden floor is uneven and dirty. |
Mechanical Trap |
The floor contains hundreds of small poisoned needles. A DC 12 Wisdom (Perception) check reveals the needles in the floor. They are too dense to be avoided. A DC 16 Wisdom (Perception) check detects a small amount of a clear, oily substance on each needle. A DC 16 Wisdom (Medicine) check reveals that the substance is a nerve poison. Each round that a target is on the floor, they are attacked with a +2 melee attack from the needles. If the needles hit, they deal 1 damage and the target must make a DC 14 Constitution saving throw. On a failure, the target gains the poisoned condition, and also loses feeling in their legs. This removes any dexterity bonus the target may have, and cuts their speed in half. A new save may be made every day. The condition ends when 2 consecutive saves have been made. A lesser restoration spell will also remove it. There are too many needles to remove. However, they can be covered by metal or wood at least 1/8″ thick, or 1 inch of cloth. The poison can be washed away by somehow funneling 10 gallons of water through the room. |