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

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: