Warp Pillar
COMPLEX HAZARD 2 +8 (trained); DC 18 Perception to realize the pillars can move, noticing the pillar has a DC of 0.
A time-disrupting field shimmers around a 9-foot-tall pillar of obsidian and bronze that magically slides across the room.
DC 18 Arcana, DC 18 Crafting, DC 18 Occultism, or DC 18 Thievery; three successes deactivates a pillar, as does destroying it.
AC 18; Fort +11, Ref +12
Hardness 8, HP 32 (BT 16); Immunities critical hits, precision
Time Shift
A creature attacks the pillar or approaches within 5 feet of it, or the other warp pillar activates
The trap casts Slow (DC 18 Fortitude) on a random creature within 30 feet, then rolls initiative.
Speed 30 feet
Melee Time Drain +11 (magical, reach 10), Damage 1d8+4 force
(two actions) The pillar Steps or Strides to get as close to as many targets as possible, then makes a time drain Strike against each creature within its reach.
If the pillar isn't destroyed, it resets 1 minute after making no time drain attacks.
Pathfinder Society Scenario #7-16: A Star's JourneyORC