A brass doorknob is set into the door. |
Mechanical Trap |
The doorknob has several hooks in it that extend and grapple the target. A DC 12 Wisdom (Perception) check reveals 6 slots in the doorknob. When a target opens the door, 6 hooks sink into the target’s hand. The target must make a DC 13 Dexterity saving throw or take 6d2 piercing damage and become restrained. A target can free oneself by spending 6 actions to remove the hooks. Other characters can also perform these actions. Or, the target can make a single DC 12 Strength check to rip their hand free. This causes an additional 6d2 slashing damage. A DC 14 Dexterity check with thieves’ tools disables the spring that launches the hooks. |