Manipulator's Metronome (3-4)

Level 4Hazard
HazardUncommonMediumLegacy
AC
20
HP
60 (BT 30)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+8
Will
+0
Stealth DC
-5
Immunities critical-hits, precision
Recall Knowledge DC 21 (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 18 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 18 thievery or DC 18 crafting to interfere with the metronome's mechanisms, DC 22 athletics to grip the hand and prevent it from moving, or DC 22 arcana or DC 22 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.