Cold Door

A metal door blocks the way.

Magical Trap


The door supercools when opened.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock.

When the door is opened, it immediately becomes cold. All targets within 5 feet take 2d6 cold damage, with a DC 12 Constitution saving throw halving this damage. This effect lasts for 1 hour, so effectively, anyone going through the door takes cold damage.

If the door is touched with bare flesh, the flesh sticks to the door. This deals an additional 1d6 cold damage and becomes restrained. In order to free the target, a DC 12 Strength check is required to rip the flash away from the door, which causes 2d6 bludgeoning damage. Also, if 1d6 fire damage is applied, the target can be freed as well.

A detect magic or similar spell detects an aura of transmutation on the door.

dispel magic dispels the cold effect. It takes 2d6 rounds for the cold effect to wear off after that.

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

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