Falling Portcullis
Level 6HazardHazardMediumLegacy
AC
24
HP
56 (BT 28)
Speed
0 ft.
Perception
+0
Fort
+17
Ref
+11
Will
+0
Stealth DC
15
Immunities critical-hits, precision
Recall Knowledge DC 22 (arcana)
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 adjace
Disable DC 25 thievery (trained) to lock the portcullis
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.