Wall Scythe Trap
Mechanical trap
A Wall Scythe Trap turns a doorway into a deadly hazard. A concealed tripwire releases spring-loaded blades that sweep across the opening at a height of 2 to 3 feet.
Detecting the Trap. The tripwire stretches across the doorway approximately 3 inches above the floor. A character who succeeds on a DC 12 Wisdom (Perception) check notices the wire. If the check succeeds by 5 or more, the character also notices the blade slots and recognizes the trap’s purpose.
Disabling the Trap. A character who succeeds on a DC 15 Dexterity check using thieves’ tools safely cuts the tripwire without releasing the blades. A character without thieves’ tools can attempt the same check with an edged weapon or tool, but makes the check with disadvantage. On a failed check, the trap triggers.
Trigger. The trap activates when a creature trips the wire or fails an attempt to disable it.
Effect. Each Small or larger creature within 10 feet of the doorway must make a DC 15 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.