A metal archway connects the two areas. |
Mechanical Trap |
The archway will send electricity to anyone wearing metal armor. A DC 12 Wisdom (Perception) check detects slight humming from the archway. A DC 12 Intelligence (Investigation) check reveals that a current runs through the archway. When a target wearing metal armor walks through the archway, they take 4d6 electricity damage and become restrained. A DC 14 Constitution saving throw halves the damage and prevents the target from being restrained. While restrained, the target takes 4d6 electricity damage at the start of their turn. On their turn, they can make a DC 14 Constitution saving throw to break away. The trap can be defeated by locating the switch box with a DC 14 Wisdom (Perception) check and then cutting the correct wires with a DC 14 Intelligence (Investigation) check. Alternatively, it can be shorted by connecting a metal device from the arch to the ground. However, unless grounded, that target shorting the arch takes 6d6 electricity damage. |