Dahak's Shell

Level 12Hazard
HazardUniqueMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Unique
Disable Each dragon pillar that is destroyed removes the corresponding color's effect from Dahak's shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 thievery (master) check or a successful Dispel Magic (6th rank; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for 1d4 rounds.
Recall Knowledge arcana DC 40

Attacks

Ranged Eye Beam +20/+15/+10 (range 120 ft.)

Abilities

Prismatic Beam

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

Shell Defense

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.

Black Eye Beam

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.

Blue Eye Beam

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.

Green Eye Beam

6d6 poison damage (DC 32 reflex save).

Indigo Eye Beam

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 critically fail this saving throw are instead confused for 1d4+1 rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed.

Yellow Eye Beam

6d6 electricity damage (DC 32 reflex save).

Orange Eye Beam

6d6 acid damage (DC 32 reflex save).

Red Eye Beam

6d6 fire damage (DC 32 reflex save).

Violet Eye Beam

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.

Description

A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.