Azlanti Elemental Nexus (5-6)
COMPLEX HAZARD 4 +7 (trained)
A large cylindrical metallic structure surrounded by dense cables and pipes, anointed with mystical runes which glow and hum vibrantly. Elemental energy arcs off three spikes that may have once been connected to some of the cables.
DC 22 Nature (trained) to restart the machine's connection to an elemental plane, or DC 25 Thievery (trained) to find and deactivate the whichever rune is currently active; three total successes are required to disable the nexus. A spike can be disabled with a DC 25 Athletics (trained) check to rip it from the structure or a DC 22 Crafting (trained) check to reconnect some of the cables. If all 6 elemental energies are returned to the nexus, it is disabled.
AC 21; Fort +14, Ref +8, Will +14
Hardness 11, HP 50 (BT 25) Spike Hardness 11, Spike HP 16 (BT 8); Immunities critical hits, precision
Proximity Wave (primal)
A creature without the elemental trait approaches within 15 feet of the nexus or attacks an elemental within 15 feet of the nexus
Unstable elemental energies surrounding the machine discharge abruptly from one of the spikes, sending waves of wind, gusts of metallic shards, jets of fire and other elemental bursts across the room in various directions. The hazard makes an elemental wave Strike against the triggering creature. The hazard then rolls initiative.
Unstable Detonation
The nexus is broken or destroyed
A ferocious gush of elemental energies bursts from the broken machine, dealing 5d6 bludgeoning damage to each creature within 15 feet (DC 21 basic Reflex save). The trap is then disabled.
Melee Elemental Wave +14, Damage 1d10+7 untyped
The damage of this Strike varies; no multiple attack penalty. Roll 1d6 for damage type.
1 cold (air)
2 bludgeoning (earth)
3 fire
4 electric (metal)
5 piercing (water)
6 slashing (wood)
(3 actions) The nexus spends each of its actions making an elemental wave Strike; each of these must be against a different creature who does not have the elemental trait. For each spike destroyed or disabled, the trap loses 1 action.
Pathfinder Society Scenario #5-02: The Blackwood LostOGL