Vault Door Trap

DC 15 Intelligence (Investigation) check to spot the trap and DC 10 Dexterity check to disarm it. A PC who attempts to unlock the doors without spotting or disarming the trap triggers a poison needle that springs out of the lock and deals 2 piercing damage and 11 poison damage. The injured PC must succeed on a DC 13 Constitution saving throw or suffer an additional 11 poison damage.

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