Dahak's Shell
HAZARD 12- 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.
6d6 poison damage (DC 32 basic 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 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.
6d6 electricity damage (DC 32 basic Reflex save).
6d6 acid damage (DC 32 basic Reflex save).
6d6 fire damage (DC 32 basic Reflex save).
The target suffers an effect corresponding to the eye beam's color. On a critical hit, the target's save result is one degree worse.