True Orrery (Elite)
Trap
Level 15 Elite Blaster
XP 2400

Within the whirling arms of the orrery, the Tear of Ioun pulses with sickly light, sending arcs of distorting energy coursing through the room.

Trap: At the beginning of combat, the Tear if Ioun rolls initiative and begins attacking.Perception     DC 18: A character notices fissures appearing in the Tear of Ioun, as if it can’t contain the energy flowing into it for long. Success grants +2 to the Arcana check.Arcana     DC 23: The character knows that hurling the Tear of Ioun into the Far Realm is likely to destroy the stone. It won’t be able to contain the energy, but it is likely invulnerable to other attacks.Initiative +10AttackOpportunity Action      Melee 1
Trigger When a creature starts its turn or moves adjacent to the orreryTarget: The triggering creatureAttack: +20 vs. ACHit: 1d10 + 5 damage, and the target is pushed 3 squares (random direction) and knocked prone.Attack • Necrotic, Psychic ActionStandard      Close burst 3
Target: Each enemy in burstAttack: +18 vs. FortitudeHit: 2d6 + 5 necrotic and psychic damage, and one of the following effects from the warping influences (examples of alterations in parenthesis; roll 1d12; save ends all):1 Dazed (hallucinations, disorientation, pain)
2 Ongoing 10 necrotic damage (body oozing blood)
3 Blinded (eyes disappear, delusions)
4 Slowed (leg withers, pain, disorientation)
5 -2to attack (arm withers, squealing in ears)
6–7 Harmless but disturbing appearance change
8 -2 to defenses (dizziness, distorted vision)
9 Knocked prone (fainting, feet wither)
10 Immobilized (bones soften, floor grabs you)
11 Ongoing 10 psychic damage (screaming in mind)
12 Can’t move closer to orrery (fear)
Any of these effects end instantly if the Tear of Ioun is thrown into the Far Realm portal.
Attack • PsychicStandard Action      Close burst 10
Target: All creatures in burstAttack: +18 vs. ReflexHit: 2d10 damage plus 2d10 psychic damage, and the target is pushed 3 squares and knocked prone.Countermeasures     Acrobatics DC 25: Move action: A character who has enough movement can tumble into the orrery’s space to its center.
     Arcana DC 19: Standard action: The character siphons energy from the eldritch machine, slowing it. Until the end of the character’s next turn, the orrery takes -2 to attack rolls.
     Athletics DC 24: Standard action: A character uses brute strength to stop the orrery’s mad spinning, causing it to damage itself, dealing 30 damage or providing an opening for another PC, granting +4 to that character’s check to move into the orrery’s space. You take –2 to defenses while doing this.
     Athletics DC 25: Move action: A character who has enough movement can jump into the orrery’s space to its center.
     Thievery DC 24: Standard action; trained only: You work to jam the machine, dealing 30 damage or providing an opening for another PC, granting +4 to a subsequent Acrobatics check to move into the orrery’s space. You take -2 to defenses while doing this.
     * A character in the orrery’s center can remove the Tear of Ioun from the orrery as a standard action. The portal to the Far Realm remains open until the Tear of Ioun leaves the orrery’s space. It then closes at the end of the remover’s next turn. If the PCs throw the Tear of Ioun through the portal, the artifact is destroyed. It cannot otherwise be destroyed.

Published in Dungeon Magazine 163, page(s) 91.