Crossbow Trap

At the end of a hall is a sheet of canvas painted to look like the other walls of this chamber. Six heavy crossbows sit behind this canvas, tied to a tripwire on the south end of the hall. If the trap is triggered, each creature in the hall must make a DC 13 Dexterity saving throw or take 5 (1d10) piercing damage. Spotting the fake canvas wall takes a DC 15 Wisdom (Perception) check, and disarming the trap takes a DC 13 Dexterity (Sleight of Hand) check.

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