Azlanti Elemental Nexus (5-6)
Level 4Hazard (Complex)HazardUncommonMediumLegacy
AC 21
HP 50 (BT 25)
Speed 0 ft.
Fort +14
Ref +8
Will +14
Perc +0
Size Medium
Uncommon
Complex Hazard
Stealth +7
Disable DC 22 nature (trained) to restart the machine's connection to an elemental plane, or DC 25 thievery (trained) to find and deactivate the whichever rune is currently active; three total successes are required to disable the nexus. A spike can be disabled with a DC 25 athletics (trained) check to rip it from the structure or a DC 22 crafting (trained) check to reconnect some of the cables. If all 6 elemental energies are returned to the nexus, it is disabled.
Immunities critical hits, precision
Recall Knowledge arcana DC 21
Attacks
Ranged Elemental Wave +14/+9/+4 (range 30 ft.)
Damage: 1d10+7 untyped
Abilities
Proximity Wave↺offensive
Trigger A creature without the elemental trait approaches within 15 feet of the nexus or attacks an elemental within 15 feet of the nexus --- Effect Unstable elemental energies surrounding the machine discharge abruptly from one of the spikes, sending waves of wind, gusts of metallic shards, jets of fire and other elemental bursts across the room in various directions. The hazard makes an elemental wave Strike against the triggering creature. The hazard then rolls initiative.
Unstable Detonation↺offensive
Trigger The nexus is broken or destroyed --- Effect A ferocious gush of elemental energies bursts from the broken machine, dealing 5d6 bludgeoning damage to each creature within 15-foot emanation (DC 21 reflex save). The trap is then disabled.