Warp Pillar

Level 2Hazard (Complex)
HazardLargeRemaster
AC 18
HP 32 (BT 16)
Speed 0 ft.
Fort +11
Ref +12
Will +0
Perc +0
Size Large
Common
Complex Hazard
Stealth +8
Disable DC 18 arcana, DC 18 crafting, DC 18 occultism, or DC 18 thievery; three successes deactivates a pillar, as does destroying it.
Immunities critical hits, precision
Recall Knowledge arcana DC 16

Attacks

Melee Time Drain +11/+6/+1(magical, reach 10 ft.)
Damage: 1d8+4 force

Abilities

Time Shiftdefensive

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 feetoffensive

Description

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