Flamestrike Trap (magical trap)

A DC 15 Intelligence (Investigation) check reveals that touching the door will trigger a flame strike trap. Creatures within 10 feet of the door must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 4d6 radiant damage on a failure or half as much damage on a success. A DC 15 Dexterity (thieves’ tools) check disables the trap by scratching out the runes; failure by 5 or more on this check triggers the trap.

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