Poison Needle Trap

From Xanathar's Guide to Everything, page 114.

Simple trap (level 1-4, deadly threat)

A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a hoard. Such a trap is usually put in a chest or in the door to a treasure chamber.


 * Trigger: Anyone attempting to pick or open the lock triggers the trap.
 * Effect: The triggering creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 10 minutes. While poisoned in this way, the creature is paralyzed. On a successful save, the creature takes half as much damage and isn't poisoned.
 * Countermeasures: A successful DC 20 Wisdom (Perception) check reveals the needle, but only if a character inspects the lock. A successful DC 20 Dexterity check using thieves' tools disables the needle, and a check with a total of 10 or lower triggers the trap.