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Trap

Path of Blades

CMPX · Tier 1 · Dangerous

Xanathar's Guide to Everything Page 118
Classification CMPX
Tier 1
Threat Dangerous

Trigger

This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall.

Countermeasures

Each of the trap's active elements can be thwarted by particular countermeasures.

  • Whirling Blades.

    Characters can smash the blades, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to -8. Ways to reduce it are described below.

  • Intelligence (Investigation), {@dc 15}.

    As an action, a creature that can see the blades can attempt an Intelligence () check. A successful check means that the character has learned how to anticipate the blades' movement, imposing disadvantage on the blades' attacks against the creature while it isn't .

  • Attack.

    A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2.

  • Dexterity check using thieves' tools, {@dc 15}.

    Creatures can use in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2.

  • Crushing Pillars.

    The pillars are not susceptible to countermeasures.

  • Rune of Fear.

    The rune can be disabled with three successful DC 15 Intelligence () checks. Each check requires an action. A creature must be at the end of the hallway to attempt the check, and only one creature can work on this task at once. Once a creature attempts a check for this purpose, no other character can do so until the end of that creature's next turn. Alternatively, the rune can be disabled with three successful castings of (DC 13) targeting the rune.

Trap Details

Hidden within a buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming Difficult Terrain until the 130-foot mark.
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