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obsidianUIMode: preview
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cssclasses: json5e-hazard
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tags:
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- compendium/src/5e/dmg
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- hazard/mech
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aliases: ["Poison Needle"]
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---
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# Poison Needle
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*Mechanical Trap*
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A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
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When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (`2d10`) poison damage, and must succeed on a DC 15 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) for 1 hour.
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A successful DC 20 Intelligence ([Investigation](rules/skills.md#Investigation)) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.
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A successful DC 15 Dexterity check using [thieves' tools](07-Compendium/items/thieves-tools.md) disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
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*Source: SRD / Basic Rules*
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