Manipulator's Metronome (1-2)

Level 2Hazard
HazardUncommonMediumLegacy
AC 16
HP 30 (BT 15)
Speed 0 ft.
Fort +11
Ref +5
Will +0
Perc +0
Size Medium
Uncommon
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.
Immunities critical hits, precision
Recall Knowledge arcana DC 18

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 long as it can hear the metronome and remains within 30 feet of it. While fascinated in this way, the creature can't willingly move more than 30 feet away from the metronome until it stops ticking. The creature is then Fatigued for 1 hour. Critical Failure The creature is slowed 1 and is fascinated for as long as it can hear the metronome and remains within 30 feet of it. While fascinated in this way, the creature can't willingly move more than 30 feet away from the metronome until it stops ticking. The creature is then fatigued for 2 hours.

Description

The hypnotic ticking of this metronome captures the attention of all who approach it.