Electrified Entrance

Level 7Hazard
HazardUncommonLargeRemaster
AC
22
HP
58 (BT 29)
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+12
Will
+0
Stealth DC
14
Immunities critical-hits, precision
Recall Knowledge DC 25 (arcana)

Abilities

Sizzle

A creature moves through the doorway


Effect Arcs of lightning flash across the threshold. The triggering creature takes (4d8+18) electricity damage (DC 23 reflex save). On a failure, the creature is also Dazzled for 1 minute. On a critical failure, the creature is Blinded for 1 minute and then dazzled for an additional minute.

Disable DC 26 acrobatics (trained) to jump through the door before the runes trigger, DC 28 thievery (expert) to scratch out the runes, or Dispel Magic (4th rank; counteract DC 24) to counteract the runes

Magical runes electrocute anyone who crosses the door's threshold.