Description
A black box seemingly made of a cold, slate-like material with impossibly intricate (and sometimes moving) patterns carved onto the sides that resemble a maze with no obvious exit. Occassionally one can see small lights magically moving through the mazes on each side, and those holding the box can sometimes hear the faintest whispers of conversations.
Mechanics
Imprison
This cube is keyed to fiendish energies. As a result, any fiend or tiefling that approaches within 10ft of the cube or starts its turn within the area must make a DC 22 Charisma saving throw or be absorbed into the cube, teleporting to a Maze-like demiplane within it. A creature that is touching the cube has disadvantage on this saving throw.
A creature that saves against this effect becomes immune to it for 1 minute.
Release
A celestial or aasimar may attempt to release a trapped creature over the course of a minute by uttering their name and making a DC 21 Intelligence check to slide pieces of the slate into a pathway between the center of a side and the edge. Non-celestial creatures can attempt this check as well, though the DC increases to 26, or 31 for fiendish creatures.
A creature released from the cube is immune to its "Imprison" property for 1 minute.
Escape
A creature trapped within the cube may attempt to escape it using a Plane Shift, Gate, or Wish spell. To actually escape, they make a DC 24 Intelligence check. On a success, they appear within 5ft of the cube and are immune to its Imprison property for 1 minute. On a failure, they summon several hostile Wardens - stone constructs made of the same black slate as the box itself - that appear within 30ft of them and cannot attempt to escape again until 1 year has passed.
Lockdown
Each attempt to release a creature is made by moving the semi-loose engravings on a chosen side. Whether the attempt is successful or not the side activated immediately seems to smooth out, its deep grooves becoming no more than slight bumps in the stone, and cannot be used to release a creature again. If all six sides are activated, the cube suddenly becomes impossibly heavy and impossible to move for 1 week, after which the sides reset and more attempts can be made.
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