Electric Latch Rune Hazard 3

ElectricityEvocationMagicalTrap

Pathfinder Core Rulebook (Second Edition), page 523

Stealth DC 20 (trained)

An invisible rune imprinted on a door latch releases a powerful electric discharge.


Disable Thievery DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune

Electrocution ↩ (arcane, electricity, evocation); Trigger A creature grasps the door latch directly or with a tool. Effect The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).