5e SRD:Poison Needle

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Poison Needle

Mechanical trap


5e Summary::A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.

When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.



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gollark: Oh, are prayers proof-of-work-based like bitcoin?
gollark: Is that a problem?
gollark: Hmm, at 10W of power utilization and 70 megaprayers per second, it's only 140 nanojoules per prayer.
gollark: But I doubt people use the entire processing capacity of their brain for prayers, given that a lot does vision processing and muscle control and whatever.
gollark: How much energy do people usually pray with? IIRC human brains run on something like 20W.
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