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Hazards

Buzzing Latch Rune

Level 13

commonElectricityMagicalSonicTrap

A glowing sigil etched onto a latch or door — touch it wrong and it erupts in a buzzing jolt that locks the limbs rigid.

Disable DC 34 Thievery (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune.

Jolting Buzz [Reaction] (electricity, evocation, primal, sonic)

  • Critical Success No effect.
  • Success The target is paralyzed for 1 round.
  • Failure The target is paralyzed for 1d4 rounds.

Level 13 · Complexity Simple

Stealth DC 32 (master)

Disable

  • Thievery DC 34 (master) — to disrupt the rune without triggering it or dispel magic (6th level; counteract
  • DC 31

AC 33

HP 84 · Hardness 21

Immunities critical hits, object immunities, precision damage

Trigger A creature attempts to open the door without using the key

Effect The trap makes a loud buzz and deals 5d10 electricity damage and 5d10 sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save.

Reset The trap resets after 1 hour.