Falling Portcullis

Level 6Hazard
HazardMediumLegacy
AC 24
HP 56 (BT 28)
Speed 0 ft.
Fort +17
Ref +11
Will +0
Perc +0
Size Medium
Common
Stealth +15
Disable DC 25 thievery (trained) to lock the portcullis
Immunities critical hits, precision
Recall Knowledge arcana DC 22

Abilities

Falling Portcullis

Trigger The trip wire is pulled or severed (typically by a person walking through the archway) --- Effect The portcullis comes crashing down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. Any creature passing under the portcullis or standing below it must attempt a DC 27 reflex save. Once it falls, the portcullis can be lifted with a DC 30 athletics check to Force it Open, or via the winch. --- Critical Success The creature dodges aside into an adjacent square (the player chooses which square they end up in). Success As critical success, but the creature takes a glancing blow from the falling portcullis and takes 2d8 bludgeoning damage. Failure As critical success, but the creature takes a solid blow from the falling portcullis and takes (4d8+18) bludgeoning damage. Critical Failure The portcullis lands squarely on the creature, inflicting (6d8+18) piercing damage and Immobilizing them. A Medium or smaller creature is also knocked Prone.

Description

A tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's presence.