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Hazards

Poisoned Lock

Level 1

commonMechanicalTrap

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.