Entropic Nexus
Hazard
Level 26 Lurker
XP 9000

A cloud of shimmering black energy suddenly flares above the blood-red altar, a shrieking roar rising as it advances.

Hazard: The entropic nexus is a magically created gate to the Far Realm. It devours creatures, then spits them back out as horrid abominations. The entropic nexus fills an area 3 squares on a side.Perception     Perception cannot be used to notice this hazard before it appears. Once the entropic nexus appears above the altar, no check is necessary to notice it.Arcana     DC 24: A character can identify the entropic nexus once it appears.Initiative +23TriggerThe entropic nexus appears and rolls initiative when any creature except a slaad moves adjacent to the altar.MoveMove Action      Personal
The entropic nexus slides 6 squares toward the nearest nonslaad each round.AttackStandard Action      Melee reach 3
Target: A living creaturePrimary Attack: +29 vs. ReflexHit: 3d10 + 5 damage, and the target is grabbed and pulled into a square adjacent to the entropic nexus. On each of its subsequent turns, the entropic nexus deals 3d10 + 5 damage to targets that it has grabbed. The nexus can grab up to eight targets at a time. Make a secondary attack against each grabbed and bloodied target.    Secondary Attack: +29 vs. Fortitude    Hit: The target is pulled into the Far Realm and removed from play. At the end of the nexus’s next turn, the target appears in an unoccupied space adjacent to the nexus. The target returns from the Far Realm as a misshapen and horrid version of its former self. It is helpless until a Remove Affliction ritual can be performed, at which point the target is no longer helpless and reverts to its former form.Countermeasures     Arcana DC 31: A character who is trained in Arcana can engage in a skill challenge to banish the nexus: complexity 1 (4 successes before 3 failures); each check is a standard action. Success in the challenge banishes the nexus. Failure in the challenge causes it to split into two unstable nexuses that occupy adjacent spaces. Each round, each unstable nexus rolls a saving throw at the end of its turn. On a failed saving throw, an unstable nexus winks out of existence.

Published in Dungeon Magazine 174, page(s) 40.