Manipulator's Metronome (1-2)

Level 2Hazard
HazardUncommonMediumLegacy
AC
16
HP
30
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+5
Will
+0
Stealth
-5
Recall Knowledge DC 18 (arcana)
Disable DC 15 thievery or DC 15 crafting to interfere with the metronome's mechanisms, DC 18 athletics to grip the hand and prevent it from moving, or DC 18 arcana or DC 18 occultism to interpret the magic runes on the metronome and counteract its effects. Three successful checks are required to fully disable the metronome, ending its ticking.

The hypnotic ticking of this metronome captures the attention of all who approach it.