Any singular room with an entrance and exit situated at two opposite ends. When the center pressure plate is activated, both doors seal and the room begins to roll in one direction. All characters trapped in the room when it activates must make a strength/dexterity save at dc-18, or be flung around wildly inside the rolling structure. All affected characters take 9d8+12 bludgeoning damage on a failed save and half as much on a success.
Strength saves indicate that the character is holding onto a fixed point of the room, while dexterity saves denote the character trailing through the rooms rolling movements to negate damage.
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3.00 (one vote)