Spinebreaker Array
The Spinebreaker Array is a battlefield-scale dimensional weapon designed to pin the Void Hydra's essence to reality long enough for its spine to be shattered and its banishment completed. It does not distinguish friend from foe. The array rewards movement, observation, and deliberate interference, while punishing creatures that cluster along its shifting lines of violet light.
Spinebreaker Array
Defenses
Detection
“A ribbed platform of black star-metal rises from the battlefield, its surface split by a luminous vertical seam. Every few breaths, the seam opens like an eye and reveals a depthless violet chasm. Threads of pale energy lash from the platform toward the Void Hydra's spine, then recoil whenever the creature moves.”
Standard Engagement
The hazard activates when the encounter begins, when the Void Hydra enters the arena, or when a creature touches the central platform. Once active, it remains active until disabled or destroyed.
On its turn, the array chooses the longest straight line that intersects the Void Hydra or the greatest number of living creatures. It telegraphs that line with a rising tone and a thin violet outline until the start of its next turn. At the start of its next turn, it fires Rift Lance along the marked line. It then chooses a new line and repeats this routine. If the Void Hydra is no longer present, the array targets the greatest number of living creatures.
The array resets at the start of each of its turns. A disabled pylon does not reactivate during the encounter. If the encounter is interrupted before all pylons are disabled, the array repairs itself after 1 hour unless the central core is destroyed.
The array projects a line of unstable violet force from the central platform toward a point in the battlefield. The line is 10 feet wide and extends up to 120 feet. Creatures in the line attempt a DC 39 Reflex save. The array deals 12d12 void damage on a failed save, half damage on a success, double damage on a critical failure, and no damage on a critical success. A creature that fails is also pulled 20 feet toward the central array and becomes Marked by the Rift.
A creature Marked by the Rift is outlined in violet fractures and cannot benefit from concealment against the Spinebreaker Array. At the end of its next turn, it must attempt a DC 39 Fortitude save. On a failure, it is clumsy 2 and slowed 1 for 1 round. On a critical failure, it is also immobilized until the end of its next turn. A creature can remove the mark with a successful DC 38 Arcana, Occultism, or Religion check made as a single action with the concentrate trait.
When a pylon is disabled or destroyed, the array becomes unstable. Until the start of the hazard's next turn, all creatures within 10 feet of the central platform take 6d6 void damage with a DC 39 Reflex save for half damage. This effect occurs once per disabled pylon, not once per creature.
The array's projected line is visible for the entire round before Rift Lance fires. The line crosses walls and objects, but a creature with standard cover from the central platform gains the normal circumstance bonus to its Reflex save. A creature with greater cover gains the greater circumstance bonus.
The Void Hydra counts as two creatures when determining the greatest number of targets for Rift Lance. If the array's marked line intersects the Void Hydra's spine, the Void Hydra takes a -2 circumstance penalty to its save and cannot use reactions triggered by the beam.
The central array is suspended above the ground and surrounded by unstable space. A creature that enters the central platform's space or attempts to move the array without first disabling at least one anchor pylon must succeed at a DC 39 Reflex save or fall prone and become Marked by the Rift.
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