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From Pathfinder #146: Cult of Cinders, which isn't enabled.

Dahak's Shell

HAZARD 12
Stealth +0 or Detect Magic
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.

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.


Prismatic Beam (divine, light)
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 to determine the color:
  1. Red
  2. Orange
  3. Yellow
  4. Green
  5. Blue
  6. Indigo
  7. Violet
  8. Black
Shell Defense (divine, light)

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 (divine, incapacitation, light)

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 (divine, incapacitation, light)

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 (divine, light, poison)

6d6 poison damage (DC 32 basic Reflex save).

Indigo Eye Beam (incapacitation, light)

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 (divine, electricity, light)

6d6 electricity damage (DC 32 basic Reflex save).

Orange Eye Beam (acid, divine, light)

6d6 acid damage (DC 32 basic Reflex save).

Red Eye Beam (divine, fire, light)

6d6 fire damage (DC 32 basic Reflex save).

Violet Eye Beam (divine, incapacitation, light)

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.

Melee Eye Beam +20, Damage

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.

Pathfinder #146: Cult of CindersOGL