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Poison Needle

rd tier (
Challenge
DC
Area
(less than 1 hour)

A poison needle is hidden inside a locking mechanism of a chest or door, or otherwise concealed in something that an adventurer might be inclined to touch. The needle trap triggers when the object is manipulated.

Poisons Aplenty. There are a wide variety of poisons that might be applied to a poison needle. 

Trap. This trap can be detected by a passive Investigation of 20. If the trap is not detected, it automatically triggers a critical failure.

Possible Solutions
  • A Sleight of Hand check to trigger the poison needle without taking damage, or a thieves’ tools check to disarm the trap. 

Potential Outcomes

Critical Failure: The adventurer that failed the check triggers the needle, taking 1 piercing damage and 44 (8d10) poison damage. In addition, they make a DC 21 Constitution saving throw or are poisoned for 1 hour.

Failure: The adventurer that failed the check triggers the needle, taking 1 piercing damage and 22 (4d10) poison damage. In addition, they make a DC 18 Constitution saving throw or are poisoned for 1 hour.

Success: The adventurer disarms the trap without taking damage.

Critical Success: The adventurer disarms the trap and can keep the poison needle (which functions as a dart with the poison applied to it, using the poison statistics from a critical failure).