Level 14 Solo Blaster
A central stone with a teardrop shape sits in the middle of the spinning arms of this orrery.Trap: Arcs of psychic energy lance out from the orrery each round. The device’s whirling arms knock those who come too close away from the eldritch machine.Perception No check is necessary to see the orrery or the control panel mounted on its base.Initiative +13TriggerThe trap is activated when a creature comes within 5 squares of the orrery while the device has line of sight to that creature.Special The unnatural laws governing the orrery mean that its forced movement pushes targets into harm whenever possible. If the orrery’s forced movement moves a target into a solid object, the forced movement stops and the target takes 1d6 damage.Attack • PsychicStandard Action Close burst 10
Special This burst has line of effect even if that line passes through solid objects.Targets All creatures in burstAttack: +17 vs. WillHit: 1d10 + 5 psychic damage, and the target is pulled 3 squares and dazed (save ends).Attack • PsychicImmediate Interrupt Ranged 10
Trigger When a dazed creature tries to move away from the orrery.Target: The triggering creatureSpecial This attack doesn’t provoke opportunity attacks.Attack: +18 vs. WillHit: 1d10 + 5 psychic damage, and the target makes an at-will attack or a charge attack against the nearest ally, whichever would potentially deal more damage.AttackOpportunity Action Melee 1
Trigger When a creature moves within rangeTarget: The triggering creatureAttack: +20 vs. ACHit: 3d10 damage, and the target is pushed 2 squares and knocked prone.Attack • PsychicStandard Action Close burst 10
Targets All creatures in burstAttack: +18 vs. ReflexHit: 2d10 damage plus 2d10 psychic damage, and the target is pushed 3 squares and knocked prone.Countermeasures A character can attack the false orrery (Defenses 25; 600 hp). Destroying the orrery disables the trap, but the orrery explodes when this happens:
The PCs can engage in a skill challenge to deactivate the orrery (see below).
Published in Dungeon Magazine 163, page(s) 76.