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From Pathfinder Adventure: Rusthenge, which isn't enabled.

Rusted Door

HAZARD 2
Stealth +8 (trained)
Description Shards of rust extend from the door and crumble away to cling to the flesh and clothes of anyone who attempts to open or damage the door.

Disable DC 18 Thievery to deface the hidden runes that allow the trap to activate, or DC 21 Religion to offer prayers to a non-evil deity to override the ancient influence of Xar-Azmak

AC 15; Fort +11, Ref +5
Hardness 8, HP 30 (BT 15); Immunities critical hits, precision

Inflict Rust Creep
Trigger A non-worshipper of Xar-Azmak attempts to open the door or causes damage to it with a melee Strike

Effect The triggering creature is exposed to rust creep as tendrils of rust-red energy seem to slither out of the rusty patches on the door to rasp strangely gently against exposed skin.
Rust Creep (disease, divine)

Those afflicted by rust creep develop uncomfortable rust-colored bruises on their flesh and endure full-body aches like those one might experience after a long workout. As the affliction progresses, their bodies—as well as the clothing and items they wear or carry—increasingly break down until a painful death occurs. If a character successfully resists contracting rust creep, or recovers from a case of rust creep, they are temporarily immune to future rust creep infections for 24 hours.

Saving Throw DC 15 Fortitude
Stage 1 –1 status penalty to Athletics checks (1 day)
Stage 2 as stage 1 (1 day)
Stage 3 Enfeebled 1 (1 day)
Stage 4 enfeebled 1 and Stupefied 1, plus any armor, clothing and items you carry and that are of a level equal to or less than the disease become broken as the decay spreads to them (1 day; broken items remain broken)
Stage 5 Unconscious (1 day)
Stage 6 unconscious (1 day)
Stage 7 death
Reset The rusted door resets automatically after 1 round.
Pathfinder Adventure: RusthengeOGL