Electrified Entrance

Level 7Hazard
HazardUncommonLargeRemaster
AC
22
HP
58
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+12
Will
+0
Stealth
+14
Recall Knowledge DC 25 (arcana)
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.