Level 7 Solo Huge Door
Cannot move or be moved.
On the other side of the gate are a lever and a winch that controlled the gate. The gate will react violently to anyone trying to pass!
- •Seize the intruder!
Attack, reach 3, 2d6+10, on hit: grappled.
- •Bring them here!
On grappled target: Attack 2d6+10, on hit: pull 3.
- •Drop the portcullis!
On grappled target: 1d4+30 damage, on hit: prone and dazed.
- •Open the gates!
Attack 2d6+10, on hit: push 3 and prone.
- •Withdraw!
The guards meld back into the gates, which shut fast. The gate is invulnerable until it takes an action other this one.
- •Bar the door! (reaction to someone trying to get through the gate).
DC 15 Dex save or stopped and attacked with "Seize the intruder!"
At 150 HP. The gates have been damaged, they are slower to react and it's easier to get to the controls. The DC for getting through the door is lowered to 12.
DM note: These are guards melded into the gates they used to guard. They attempt to pull intruders into the gates, slam them, crush them or drop the portcullis on them. The door is levelled low as it's a mini-boss but has high health. Reward players for assess by letting them control the gate, but make them take a difficult dex roll if it's not bloodied. Assess 1: The fleshy part of the gate is exposed only when it attacks Assess 2: There are gate controls briefly visible when it attacks