This trap is activated when an intruder steps on a hidden pressure plate, releasing a flash of paralysing white light.
The DC is 15 to spot the pressure plate, as well as odd dust on the ground. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of transmutation magic on the pressure plate.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing it to release a flash of white light. The creature that activated the trap must make a DC 15 Constitution saving throw or be paralysed for 1d10 minutes.
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 15) cast on the pressure plate destroys the trap.
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