Wind Tunnel (5e Trap)
From D&D Wiki
This trap takes the form of a straight hallway up to 15 feet in height and width and up to 100 feet in depth. At the end of this hallway is a large steel mechanical fan which may or may not be camouflaged, and is in a wire mesh cage. The trap may be triggered by a plate or tripwire in the hallway (DC 20 to notice), or a switch that can be activated manually. Once triggered, a blast of air travels in one direction down the hallway at immense force. Any creature in the hallway must succeed on a DC 18 Strength saving throw, or be pushed up to 20 feet in the opposite direction of the fan and knocked prone. Any prone creature has advantage on this saving throw. Until the fan is destroyed (AC 20, 60 hit points, acid and thunder vulnerability, psychic immunity) or otherwise deactivated, any creature in the hallway that attempts to move in the presence wind must repeat this saving throw, and on a failure end its movement after suffering the normal effects.