Poisoned Lock
Level 1
A lock fitted with a spring-loaded spine that jabs the fingers of anyone who fumbles it open. The prick is small; the poison riding the needle is not.
A creature can spot the mechanism with DC 17 Stealth (trained), and disable it with DC 17 Thievery (trained) on the spring mechanism.
In play
Spring [Reaction] — the spine snaps out and jabs the meddler for 1 piercing plus cladis poison.
Cladis Poison (poison) Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 1d6 poison damage and drained 1 (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour); Stage 3 3d6 poison damage and drained 2 (1 hour)
Level 1 · Complexity Simple
Stealth DC 17 (trained)
Disable Thievery DC 17 (trained) — on the spring mechanism
AC 15
HP 24 · Hardness 6
Immunities Critical hits, object immunities, precision damage
Trigger A creature tries to unlock or Pick the Lock
Effect A spine extends to Strike the triggering creature.