*3rd tier (constructed)*
**Challenge** 12 (8,400 XP); **DC** 19/16
**Area** Immediate (less than 1 hour)
A poison needle is hidden inside a locking mechanism of a chest or door, or otherwise concealed in something that an adventurer might be inclined to touch. The needle trap triggers when the object is manipulated.
#### Poisons Aplenty
There are a wide variety of [poisons](https://static1.squarespace.com/static/63d11ec201a57a0efa51a168/t/651ec8ae153b0a0887206176/1696516282632/a5e_srd_16_2_Maladies.pdf) that might be applied to a poison needle.
#### Trap
This trap can be detected by a passive Investigation of 20. If the trap is not detected, it automatically triggers a Critical Failure.
## Possible Solutions
A [[03-Mechanics/6-Ability Scores/Sleight of Hand|Sleight of Hand]] check to trigger the poison needle without taking damage, or a thieves’ tools check to disarm the trap.
**Critical Failure.** The adventurer that failed the check triggers the needle, taking 1 piercing damage and 44 (8d10) poison damage. In addition, they make a DC 21 Constitution saving throw or are poisoned for 1 hour.
**Failure.** The adventurer that failed the check triggers the needle, taking 1 piercing damage and 22 (4d10) poison damage. In addition, they make a DC 18 Constitution saving throw or are poisoned for 1 hour.
**Success.** The adventurer disarms the trap without taking damage.
**Critical Success.** The adventurer disarms the trap and can keep the poison needle (which functions as a dart with the poison applied to it, using the poison statistics from a critical failure).