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Hazards

Convergence Lattice

Stealth +34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0.

uniqueComplexMagicalTrap
Lvl 20complexComplexMagicalTrapUnique
AC
45
HP
460
Hardness
30
EffectA creature that is not controlled by the _convergence lattice_ sees it
AC
45
HP
460

+34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0.

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.

AC 45, Fort +33, Ref +28, Will +36

Hardness

30

HP

460 (BT 230)

Immunities

object immunities (except mental effects)

Begin Convergence [Reaction]


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.