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Breadcrumb

Maw of the Demon

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

A huge demon’s skull, 15 feet in diameter, blocks the path forward. Its calcified eyes still gleam with particular malice, and one could easily imagine the teeth closing down on anyone foolish enough to reach inside. Barely visible from outside, a narrow door at the back of the mouth presents a possible path through.

Demonic Origin. The head radiates a Chaotic and Evil aura. It is considered a fiend for the purpose of spells or features. While closed, the mouth has 18 AC and 80 hit points, and creatures cannot move in or out of the head area except to proceed down the throat. The head is immune to acid, fire, necrotic, poison, and psychic damage.

Spell Effect. This is a magical effect created by a 9th-level necromancy spell. Successfully casting dispel magic or remove curse on the head triggers a success and suppresses the trap’s effects for 1 hour.

Trap. This trap can be detected with a successful passive Investigation or Religion of 20. Opening the door without disarming the trap triggers a Critical Failure.

Wretched Throat. The passage on the other side of the door is lined with slick acid. The passage is 20 feet long, and a creature climbing through it takes 4 (2d4) acid damage for every 5 feet it travels.

Possible Solutions

One one check is needed to disarm the trap. A thieves’ tools check can disable the mechanism, and an adventurer with proficiency in Arcana or Religion gains an expertise die to the check.

Critical Failure. The mouth of the demon lunges forward and then slams shut. Each creature inside the skull makes a Dexterity saving throw , taking 55 (10d10) slashing damage on a failure or half damage on a success. Creatures within 5 feet of the trap must also make the save, but gain an expertise die on the save. Each creature that fails the saving throw suffers 1 level of strife and 1 level of [conditions|fatigue]].

Failure. Each creature inside the skull must make a Dexterity saving throw, taking 27 (5d10) slashing damage on a failure, or half damage on a success. Creatures within 5 feet of the skull make the save with an expertise die.

Success. The adventurer manages to open the door without triggering the trap.

Critical Success. As a success, and the adventurers find a treasure left by a previous victim. Roll on the Boons and Discoveries table