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---
obsidianUIMode: preview
cssclasses: json5e-hazard
tags:
- compendium/src/5e/dmg
- hazard/mech
aliases: ["Poison Needle"]
---
# Poison Needle
*Mechanical Trap*
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.
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.
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.
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.
*Source: SRD / Basic Rules*