Electrified Rung

Iron rungs are attached to the side of this brick wall.

Mechanical Trap


One of the rungs is charged.

A DC 14 Wisdom (Perception) check detects a slight buzzing coming from one of the rungs near the top. Once a target is within 5 feet, they can make the check.

When the rung is grasped, the target receives an electric shock. They take 2d4 electricity damage, and must make a DC 14 Fortitude saving throw. On a failure, they are unable to let go. At the beginning of each round they take 2d4 electricity damage and may try the saving throw to let go again. The target is considered restrained until they let go.

When they let go, they must make a DC 12 Dexterity saving throw. On a failure, they fall, taking 3d6 falling damage. After the initial damage, this saving throw to prevent falling is at advantage.

A DC 12 Intelligence (Investigation) check reveals small, insulated wires between the mortar and rung. Cutting these deactivates the rung. This requires a DC 10 Dexterity check with thieves’ tools.

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

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