General Hazards | Adventure-Specific Hazards


Dahak's ShellHazard 12

UniqueMagicalTrap
Source Pathfinder #146: Cult of Cinders pg. 55
Complexity Simple
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 level; 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.
Shell Defense (abjuration, 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 described on the dragon pillar hazard, but with a save DC of 32. Each effect requires its own save.
Prismatic Beam ReactionReaction (abjuration, 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).

Ranged Single ActionSingle Action eye beam +20 (range 120 feet), Effect The target suffers an effect corresponding to the eye beam's color, as described on the dragon pillar hazard, but with a save DC of 32. On a critical hit, the target's save result is one degree worse.