A spiked portcullis drops down into a seemingly safe doorway. Once used it must be reset into place. As it blocks the doorway it is usefull for separating adventurers from their allies. Clearing the doorway again requires great strength.
Portcullis Trap Level 1 Trap
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Object 100 XP
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Detect: Perception DC 19
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Initiative:
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Immune attacks
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Triggered Actions
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Attack ♦ Encounter
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Attack: +5 vs. reflex
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Trigger: A creature enters the doorway containing the portcullis
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Hit: 3d6 damage, The doorway is blocked and the target is on the other side of the doorway to the one they walked in on.
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Miss: The doorway is blocked and the target is on the other side of the doorway to the one they walked in on.
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Countermeasures
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♦Disable: Thievery DC 20. Success: The trap is disabled. ♦Clear: Atheletics DC 16. Success The trap is reset unless disabled and the doorway is clear.
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