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Hazards

Locking Alarm

Level 10

uncommonMagicalTrap

A warded door that answers intrusion by sealing itself and screaming. Tampering trips occult abjurations woven into the frame, slamming the lock home and raising an alarm that carries through the whole complex.

Lock and Shriek [Reaction] (abjuration, occult)

Level 10 · Complexity Simple

Stealth DC 27 (master)

Disable

  • Thievery DC 32 (expert) — to bypass the magical triggers on the door, or dispel magic (5th level, counteract
  • DC 29

AC 25

HP 70 · Hardness 18

Immunities critical hits, object immunities, precision damage

Trigger A creature attempts to open or affect the door

Effect The religious symbol of Yhidothrus glows green on the door, sealing it shut while simultaneously shrieking like a tormented soul. This howl is audible in areas D1–D4 and is loud enough in area D2 to rouse the bodaks. While the door remains locked, a DC 32 Athletics check can Force it Open, or a DC 32 Thievery check can Pick th Lock.

Reset The locking alarm resets after 1 minute.