← Bestiary index

Locking Alarm

Hazard 10 (uncommon) — magical, trap

Pre-Remaster content. May include legacy alignment.

Any attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green ward to seal the door shut and raise an alarm.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +0
Skills stealth +17
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 25 Fort +24 Ref +16 Will +0
HP 70
Immunities critical-hits, precision

Abilities

Lock and Shriek (occult) — While the door remains locked, a DC 32 Athletics check can Force it Open, or a DC 32 Thievery check can Pick the Lock. The lock can also be removed with Dispel Magic (5th rank, counteract DC 29). Once triggered, the alarm continues to shriek and the door remains locked until the hazard is disabled or the door is destroyed or opened. Tracing Yhidothrus's hourglass-shaped religious symbol on either side of the door with a fingertip disables the alarm and the locking ward.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Locking Alarm in the encounter builder — free, no install.

Open in PathfinderGM →