Spiky Doorknob


The doorknob is a large iron ball.

Mechanical Trap


Several spring-loaded blades emerge from the ball when it is turned.

A DC 12 Wisdom (Perception) check detects several small slits in the ball.

When the doorknob is turned, the blades spring out through the slits. This is a +4 melee attack for 4d4 slashing and piercing damage. The blades immediately retract.

One of the rungs is spring-loaded and snaps into the one above it when pressure is applied.

A DC 12 Wisdom (Perception) check detects a small groove on each side of the ladder above a rung.

When pressure is applied to the rung, it depresses slightly then snaps up into the rung above it, but does not lock in place. The target must make a DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning damage.

The rung can be bypassed with a successful DC 8 Strength (Athletics) check. Failure results in falling.

The rung can also be secured by placing an object in the depression. This requires a DC 14 Intelligence (Investigation) check.

The springs can also be disconnected, which requires a DC 14 Dexterity check with thieves’ tools.

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

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