Lock of Lullabies | Free Trap for D&D 5e and Pathfinder 2e

Lock of Lullabies | Free Trap for D&D 5e and Pathfinder 2e

Designed by Gabriel Ribeiro
Pathfinder 2e conversion by David N. Ross

Beware the Lock of Lullabies—this enchanted trap holds a nasty surprise for anyone daring to pick or break it, requiring cunning detection, magical insight, or the elusive key to avoid its drowsy curse.

By the way, if you're looking for even more traps and other GM resources, check out Lair Magazine #47, Panic & Pandemonium. It includes ten hazards and traps, ten new monsters, five encounters, and three full-length adventures designed for levels 10 and 11! Or check out the bundles and yearly subs to learn how you can get more resources and save big.

Lock of Lullabies - 5e

Magical trap (Simple trap, levels 1-4, setback)

Description. This is a trapped lock enchanted with the sleep spell. It can be locking a door, a chest, or a window.

Trigger. Unlocking the lock without its key will trigger the trap.

Effect. Once the lock is unlocked without the key—like with thieves’ tools—or it’s broken, sleep is cast from it at 2nd level.

Countermeasures. The lock has been enchanted with a 3rd level glyph of warding, which casts sleep when activated. Finding the glyph on the lock requires a successful DC 14 Wisdom (Perception) check.

Casting detect magic reveals that the lock exudes a magical aura of abjuration, and casting identify reveals the nature of the glyph cast on it. Alternatively, a creature that is aware of the glyph may make a DC 14 Intelligence (Arcana) check to learn its nature.

The only way not to trigger the glyph is by opening the lock with the correct key, which is enchanted to dispel the glyph. Alternatively, casting dispel magic will dispel the glyph.

Lock of Lullabies - PF2e Hazard 1

Magical, Mental, Sleep, Trap

Stealth DC 19 (trained)

Description This is a trapped lock invisibly imprinted with a sigil of sleep. It can be locking a door, a chest, or a window.

Disable DC 17 Thievery (trained) to scratch out the rune without triggering it; or dispel magic (1st rank; counteract DC 16) to counteract the rune

Sleep [reaction] (incapacitation) Trigger The lock is broken or unlocked without the key. Effect The trap casts sleep (DC 19) centered on the lock.

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