Dahak's Shell
Level 12HazardAttacks
Abilities
Trigger a creature attempts and fails to disable one of the shell colors via Thievery or Dispel Magic
Effect Dahak's shell Strikes the triggering creature with a random eye beam. Roll 1d8 Eye Beam to determine the color:
- •Red
- •Orange
- •Yellow
- •Green
- •Blue
- •Indigo
- •Violet
- •Black
When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams. Each effect requires its own save.
DC 32 fortitude save.
Critical Success The target is unaffected.
Success The target is Blinded for 1 round.
Failure The target is blinded for 1 hour.
Critical Failure The target is blinded for 24 hours.
DC 32 fortitude save.
Critical Success The target is unaffected.
Success The target is Petrified for 1 round.
Failure The target is petrified for 1 hour.
Critical Failure The target is petrified permanently.
6d6 poison damage (DC 32 reflex save).
DC 32 will save.
Critical Success The target is unaffected.
Success The target is Slowed 1 for 1 round.
Failure The target is Confused for 1 round.
Critical Failure The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who criti
6d6 electricity damage (DC 32 reflex save).
6d6 acid damage (DC 32 reflex save).
6d6 fire damage (DC 32 reflex save).
DC 32 will save.
Critical Success The target is unaffected.
Success The target is Stunned 1.
Failure The target is Stunned 3.
Critical Failure The target is Stunned 7.
A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.