Explosive Bolts

The door is barred from this side.

Mechanical Trap


The bolts are rigged to explode when the door is unlocked.

A DC 12 Wisdom (Perception) check detects small traces of powder next to some of the bolts. A DC 14 Intelligence (Investigation) check identifies this powder as explosive.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock. However, once unlocked, the 12 bolts on the door explode. All targets in a 15′ cone in front of the door take 12d6 piercing, bludgeoning and fire damage, with a DC 14 Dexterity saving throw halving this damage. The door is also destroyed.

The bolts must be emptied of the powder to disarm the trap. Removing the bolt requires a wrench and a DC 8 Strength check. If no wrench is available, the bolts may be removed by hand with a DC 16 Strength check at disadvantage.

When the bolt is removed, the powder falls harmlessly to the floor. Each bolt removed reduces the damage by 1d6. When all 12 bolts are removed, the door does no damage.

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

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