Manipulator's Metronome (1-2)
Level 2HazardHazardUncommonMediumLegacy
AC
16
HP
30 (BT 15)
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+5
Will
+0
Stealth DC
-5
Immunities critical-hits, precision
Recall Knowledge DC 18 (arcana)
Abilities
Enchanting Beat↺
Trigger A creature starts the metronome
Effect During the next 10 minutes, any creature who approaches within 30 feet of the metronome, other than the one who activated it, must attempt a DC 16 will save, with the following effects.
Critical Success The creature is unaffected by the metronome and acts normally.
Success The creature is Fascinated for as long as it can hear the metronome and remains within 30 feet of it.
Failure The creature is Slowed 1 and is fascinated for as l
Disable DC 15 thievery or DC 15 crafting to interfere with the metronome's mechanisms, DC 18 athletics to grip the hand and prevent it from moving, or DC 18 arcana or DC 18 occultism to interpret the magic runes on the metronome and counteract its effects. Three successful checks are required to fully disable the metronome, ending its ticking.
The hypnotic ticking of this metronome captures the attention of all who approach it.