Jumping Cactus


 

The old temple is overgrown with vegetation.

Mechanical Trap

 

Some of the jumping cacti have been poisoned.

A DC 12 Intelligence (Nature) check identifies the plants around the entrances as jumping cacti.

When a target moves through an entrance, they must make a DC 12 Dexterity saving throw or 1d6 jumping cacti will stick to them. If any cacti stick, they must make a DC 12 Constitution saving throw or become paralyzed for 1d4+1 rounds.

While any cacti are stuck, the target has the poisoned condition until they are removed. Each cactus can be removed with a successful DC 12 Dexterity (Sleight of Hand) check or DC 12 Wisdom (Medicine) check. Removal requires a move action.

If the target is aware of the cacti, they can move through with a successful DC 12 Dexterity (Acrobatics) check with advantage.

The cacti can be removed by using a weapon with reach to clear them (which takes 1d4 rounds per entrance) or by burning them, again using a mechanism with reach. Trying to do this from 5 feet or closer results in the target needing to make the saving throw to avoid the cacti.

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

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