Safe Dropper


A large, standalone safe is in the back of the room.

Magical Trap

 

The safe teleports above the target and drops on them.

A DC 14 Intelligence (Investigation) check detects from the marks on the ground that the safe has been moved a few times, and in other places, there are dents on the floor as if something heavy was dropped there.

The safe requires a DC 16 Dexterity check with thieves’ tools to open. However, when opened, the safe immediately teleports above the target and drops. The target must make a DC 14 Dexterity saving throw, or take 8d6 bludgeoning damage.

A detect magic detects an aura of conjuration on the safe.

A dispel magic (DC 15) permanently disables the trap.

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

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