Poison Needle
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.
- 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).