Warp Pillar

Level 2Hazard (Complex)
HazardLargeRemaster
AC
18
HP
32 (BT 16)
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+12
Will
+0
Stealth DC
8
Immunities critical-hits, precision
Recall Knowledge DC 16 (arcana)

Attacks

Melee Time Drain +11 (magical, reach 10 ft.), Damage 1d8+4 force

Abilities

Time Shift

Trigger A creature attacks the pillar or approaches within 5 feet of it, or the other warp pillar activates


Effect The trap casts Slow (DC 18 fortitude) on a random creature within 30 feet, then rolls initiative.

Speed 30 feet
Disable DC 18 arcana, DC 18 crafting, DC 18 occultism, or DC 18 thievery; three successes deactivates a pillar, as does destroying it.

A time-disrupting field shimmers around a 9-foot-tall pillar of obsidian and bronze that magically slides across the room.