← Bestiary index

Dahak's Shell

Hazard 12 (unique) — magical, trap

Pre-Remaster content. May include legacy alignment.

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

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +0
Skills stealth +0
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 0 Fort +0 Ref +0 Will +0
HP 0

Offense

Ranged Eye Beam +20, range 120 feet, Damage 1d4 bludgeoning
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.

Abilities

Prismatic Beam (divine, light) — Red

Orange

Yellow

Green

Blue

Indigo

Violet

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 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 Reflex save).
Orange Eye Beam (acid, divine, light) — 6d6 acid damage (DC 32 Reflex save).
Red Eye Beam (divine, fire, light) — 6d6 fire damage (DC 32 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.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #146: Cult of Cinders.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Dahak's Shell in the encounter builder — free, no install.

Open in PathfinderGM →