Convergence Lattice
Level 20
A vast clockwork of interlocking runes hangs deceptively dormant. When it wakes, it grinds into motion and calls every convergent creature within reach to its defense.
Disable DC 40 Thievery (master) or DC 35 Religion (master) four times to obliterate each of the four key runes. A DC 45 Thievery (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation.
Begin Convergence [Reaction]
In play
Routine (3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice Strides toward the lattice as a reaction.
Level 20 · Complexity Complex
Stealth DC 0 (master)
Disable
- Thievery DC 40 (master)
- Religion DC 35 (master) — four times to obliterate each of the four key runes. A
- Thievery DC 45 (legendary) — check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation.
AC 45
HP 460 · Hardness 30
Immunities object immunities (except mental effects) · Weaknesses chaotic 30, mental 30
Trigger A creature that is not controlled by the _convergence lattice_ sees it
Effect The lattice's clockworks begin to move and it rolls for initiative.
Reset The convergence lattice deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute.