Azlanti Elemental Nexus (5-6)

Level 4Hazard (Complex)
HazardUncommonMediumLegacy
AC
21
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+8
Will
+14
Stealth DC
7
Immunities critical-hits, precision
Recall Knowledge DC 21 (arcana)

Attacks

Ranged Elemental Wave (Cold) +14, Damage 1d10+7 cold
Ranged Elemental Wave (Bludgeoning) +14, Damage 1d10+7 bludgeoning
Ranged Elemental Wave (Fire) +14, Damage 1d10+7 fire
Ranged Elemental Wave (Electricity) +14, Damage 1d10+7 electricity
Ranged Elemental Wave (Piercing) +14, Damage 1d10+7 piercing
Ranged Elemental Wave (Slashing) +14, Damage 1d10+7 slashing

Abilities

Proximity Wave

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

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 area (DC 21 reflex save). The trap is then disabled.

Elemental Wave

The damage of this strike varies; No multiple attack penalty. Roll 1d6 for damage type.

1 cold (air)

2 bludgeoning (earth)

3 fire

4 electric (metal)

5 piercing (water)

6 slashing (wood)

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.

A large cylindrical metallic structure surrounded by dense cables and pipes, anointed with mystical runes which glow and hum vibrantly. Elemental energy arcs off three spikes that may have once been connected to some of the cables.