Drow Poisoned and Locked Footlocker

An iron-banded wooden footlocker with a poison-tipped needle concealed in its lock, resting in a shadowy drow dungeon.Mechanical trap

A Drow Poisoned and Locked Footlocker protects its contents with stout wooden construction, iron bands, and a poisoned needle concealed inside the lock. Anyone attempting to bypass the lock risks a dose of Drow Poison.

Detecting the Trap. A character who succeeds on a DC 13 Wisdom (Perception) check notices the poison-tipped needle inside the lock.

Disarming and Unlocking. A character who succeeds on a DC 16 Dexterity check using thieves’ tools disarms the trap and opens the lock. Using the correct key opens the lock without triggering the trap.

Trigger. The trap activates if the Dexterity check fails or if a creature otherwise attempts to open the lock without the correct key.

Effect. The needle strikes the creature attempting to open the lock, dealing 2 (1d4) piercing damage. The creature must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

If the saving throw fails by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage or another creature uses an action to shake it awake. Waking up does not end the Poisoned condition.

See Drow Poison for more info.