Level 3 Obstacle
When the four items are placed in the runic circles, this trap rolls initiative.
All creatures in blast
+10 vs. AC
1d10 + 3 damage, and the target is pulled 5. A creature pulled adjacent to the blue pool is grabbed (until escape). The trap can grab any number of creatures.
The vortex has 16 on all defenses but is immune to damage.
If the vortex is hit by an attack that has the cold keyword, it cannot attack on its next turn.
Arcana DC 18: A successful check (standard action) allows a character to disrupt the runes that power this trap. A character must be adjacent to the vortex to disable the runes. Four successful checks before attaining two failures neutralizes the trap. On a failure, the vortex make an attack against the creature that failed the check (using the attack and damage listed above).
H2 Thunderspire Labyrinth
, page(s) 52.