Exposed Nails


 

A small crawlspace leads under the wall to the next area.

Mechanical Trap

 

The crawlspace is dark and has lots of exposed nails.

In order to avoid the nails, it requires a DC 14 Dexterity (Acrobatics) check when moving through.

A DC 12 Wisdom (Perception) check spots lots of rusty nails. If successful,  this grants advantage on the Acrobatics check.

A DC 14 Intelligence (Wisdom) check reveals that the rusty substance on the nails can cause an infection.

When a target moves through the hallway, if the Acrobatics check fails, they take 1d2 points of slashing damage and must make a DC 14 Constitution saving throw. On a failure, the wound is infected and can only be healed with a Lesser Restoration or the like.

Until healed, the target can only regain HP by magical means.

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

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at WordPress.com.

%d bloggers like this: