Time Rift

Level 20Hazard (Complex)
HazardRareMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
42
Recall Knowledge DC 45 (arcana)

Abilities

Pause

Trigger A creature enters the area


Effect The triggering creature becomes temporarily unmoored from time, becoming Stunned 3. If the creature succeeds at a DC 47 will save, they reduce this to Stunned 1. The trap then rolls initiative.

Disable Three DC 48 thievery (legendary) or DC 48 occultism (master) checks to mend the time rift.

A time rift focused on the sundial causes time to pass erratically for all creatures in the area.