Starwarp Vortex
Terrain
Level 16 Solo TrapXP 7000

Detect

Initiative +20

HP 435

AC 31, Fortitude —, Reflex 29, Will 30

Immune poison, all conditions, attacks that target Fortitude, forced movement

Traits

Insubstantial

The vortex takes half damage from any damage source, except those that deal force damage or psychic damage.

Space-Time Distortion

Each square in the vortex costs 3 extra squares of movement to enter. The vortex slides any creature that ends its turn in the area up to 3 squares.

Standard Actions

Attack (charm, healing, psychic) At-Will

Attack: Close burst 1 (enemies in the burst); +22 vs. Will

Hit: 3d10 + 11 psychic damage. If this damage reduces the target to 0 hit points or fewer, the target remains conscious, spends a healing surge to regain hit points, and is dominated by the vortex until it is destroyed.

Minor Actions

Aberrant Gift (healing) At-Will 1/round

Effect: One creature dominated by the vortex spends a healing surge to regain hit points.

Countermeasures

Communicate: Bluff, Diplomacy, or Intimidate DC 24 (standard action). Success: The vortex does not attack the character until the start of the character’s next turn.

Communicate: Bluff, Diplomacy, or Intimidate DC 33 (minor action). Success: The vortex does not attack the character until the start of the character’s next turn.

Endure: Endurance DC 24 (standard action). Success: If the character would take damage from the vortex, the damage is halved. The vortex cannot slide the character until start of his or her next turn.

Endure: Endurance DC 33 (minor action). Success: If the character would take damage from the vortex, the damage is halved. The vortex cannot slide the character until start of his or her next turn.

Oppose: Arcana, Nature, or Religion DC 33 (standard action). Requirement: The character must be trained in the skill used. Success: The vortex takes 3d10 + 12 psychic damage. Failure (28 or lower): All enemies in the vortex take 10 psychic damage.

Published in Dungeon Magazine 207.