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General Hazards | Adventure-Specific Hazards

Poisoned LockHazard 1

Source Core Rulebook pg. 523 2.0
Complexity Simple
Stealth DC 17 (trained)
Description A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.
Disable Thievery DC 17 (trained) on the spring mechanism
AC 15, Fort +8, Ref +4
Hardness 6, HP 24 (BT 12); Immunities critical hits, object immunities, precision damage
Spring ReactionReaction (attack); Trigger A creature tries to unlock or Pick the Lock. Effect A spine extends to attack the triggering creature.
Melee spine +13, Damage 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)