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. |