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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.

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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