Cube of Thávma
A cube with a surprisingly blank design where most of the surface area is covered in some sort of very light gray or white material that doesn’t quite feel like anything else. It doesn’t feel like stone or metal and it is completely flat and there seem to be no irregularities. The Cube is relatively light and cannot weigh more than half a kilogram. But it almost feels as though it should be weighing more. There are four circles on one of the sides, seemingly made out of brass that cover most of the side. One of the circles is larger than the others and the others are stacked on the larger one, with one of the smaller ones in the middle of the larger one. The three smaller ones contain another circle of glass, making it almost seem like a microscope. The three smaller discs are connected and can be exchanged. There is no hole in the middle of the larger circle, but it seems like with the smaller lenses there is one. They are a little different, with one being more convex, one more concave, and one seemingly flat. When looking through the glass, one sees only darkness. Examining the glass/smaller discs, the glass is surrounded by runes.
The lenses change the properties of abilities used by the cube. The flat one casts as normal unless the spell is originally a single target, in which case the spell explodes on hit and damages creatures next to it.
The convex one focuses the ability and causes it to deal more damage, but it has a smaller area of effect.
The concave one spreads the ability and causes it to deal less damage, but is has a larger area of effect.
Cooldown: 6 seconds (1round).
Flat: The spell travels for 90 feet and explodes on impact, dealing 3d8 elemental damage to all creatures in a 5-foot square. Convex: The spell travels for 90 feet and deals 4d8 elemental damage on the first target hit. Concave: The spell travels for 90 feet and explodes on impact, dealing 2d8 elemental damage to all creatures in a 10-foot square. Outside of this is a triangle divided into four parts, the three edges, and the center. The three edges are different colors and are part of the puzzle to unlock the next level.
Cooldown: 12 seconds (2 rounds)
Convex: Mirthful
Concave: Tricksy
Convex: 2 Demons of CR 1 or lower
Concave: 8 Demons of CR ¼ or lower
Convex: Putrid
Concave: Ghostly
Convex: Fury
Concave: Despair
Cooldown: 18 seconds (3 rounds)
Convex: Beholderkin
Concave: Star Spawn
Convex: Metal
Concave: Clay
Convex: Earth
Concave: Air
Convex: Barlgura
Concave: Tanarukk On the top side of the cube, there are several rings each divided into several more pieces. The pieces each have a symbol on them, which can be swapped around by pressing two different ones. The symbols seem to have something to do with the planes of the multiverse.
Cooldown: 24 seconds (4 rounds)
Cooldown: 30 seconds (5 rounds)
Cooldown: 42 seconds (7 rounds)
Cooldown: 48 seconds (8 rounds) [/subcontainer]
1. χρώμα: chróma: Color
The first level consists of a six-pointed star and circle combination on the opposite side of the lens. The six points are each of a different color, representing different elements. There is also a hexagon in the middle of the circle which can be pushed down. You can push each of the six points inwards until it clicks into place. If already is a point that is pushed in and another is pushed in the first point is reset. Pushing the middle hexagon while a point is pushed in the cube will cast the chromatic orb of the corresponding element to the point pushed in. General DC: 13.Cooldown: 6 seconds (1round).
Flat: The spell travels for 90 feet and explodes on impact, dealing 3d8 elemental damage to all creatures in a 5-foot square. Convex: The spell travels for 90 feet and deals 4d8 elemental damage on the first target hit. Concave: The spell travels for 90 feet and explodes on impact, dealing 2d8 elemental damage to all creatures in a 10-foot square. Outside of this is a triangle divided into four parts, the three edges, and the center. The three edges are different colors and are part of the puzzle to unlock the next level.
2. μεγαθήριο: megathírio: Leviathan
The second level is a similar version of the first level, but this time with symbols to cover each color representing the effect. General DC: 14.Cooldown: 12 seconds (2 rounds)
Mucus Spit
Flat: The cube fires a glob of mucus that travel in a 30-foot line or until it impacts, the first creature hit must make a DC 14 Dexterity saving throw, taking 4d6 bludgeoning damage and be poisoned with waterblight for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful save. The target can do a DC 14 Constitution saving throw at the end of each of its turns, ending the poison on a successful save. Convex: The ball fired is smaller and travels in a 60-foot line. The first creature in that line must make a DC 14 Dexterity saving throw, taking 6d6 bludgeoning damage and be poisoned with a waterblight for 1 minute on a failed save, or no damage and isn’t poisoned in a successful save. If successful, the ball continues to travel until it reaches 60-foot or until a creature fails the saving throw. The target can do a DC 14 Constitution saving throw at the end of each of its turns, ending the poison on a successful save. Concave: The ball fired is fired and travels in a 30-foot line or until it impacts, upon which it explodes. All creatures in a 15-foot area must make a DC 14 Dexterity saving throw, taking 2d6 bludgeoning damage, and be waterblight for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful save. The target can do a DC 14 Constitution saving throw at the end of each of its turns, ending the poison on a successful save.Magma Beam
Flat: The cube shoots a beam in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Convex: The beam fires more concentrated and travels in a 60-foot line. The first creature in that line must make a DC 14 Dexterity saving throw, taking 6d6 fire damage on a failed save, or no damage on a successful one. If successful, the beam continues to travel until it reaches 60-foot or until a creature fails the saving throw. Concave: The beam fires more spread and covers a 15-foot cone in front of it. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much on a successful one.Blinding Flash
Flat: The cube emits a blinding flash of light in a 15-foot cone. Each creature in the area must make a DC 16 Constitution saving throw or become blind until the end of their next turn. Convex: The flash of light is now a 30-foot line. Each creature in the area must make a DC 15 Constitution saving throw or become blind until the end of their next turn. Concave: The flash of light becomes a 30-foot sphere centered on the cube. Each creature in the area must make a DC 15 Constitution saving throw or become blind until the end of their next turn.Sand Cloud
Flat: The cube expels a large cloud of sand and debris in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful save and not be knocked prone. If a creature fails the save by more than 5, they are also pushed 10 feet away from the cube. Convex: The cube now expels a ball of sand in a 30-foot line. The first creature in that line must make a DC 14 Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save and be knocked prone, or no damage and not be knocked prone on a successful one. If successful, the beam continues to travel until it reaches 60-foot or until a creature fails the saving throw. Concave: The cube expels the cloud of sand around it in a 30-foot sphere centered on the cube. Each creature in the area must make a DC 14 Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful save and not be knocked prone. If a creature fails the save by more than 5, they are also pushed 10 feet away from the cube.Bubble Prison
The creature is Slick and enclosed in a bubble of shimmering force for 1 minute or until the bubble is destroyed. Nothing, not physical objects, energy, or other spell effects, can pass through the bubble, in or out, though a creature in the Sphere can breathe there. A creature inside of the bubble has disadvantage on attacks due to its slippery nature. The bubble has AC 15, 30 hit points, resistance to bludgeoning damage, immunity to poison, and psychic damage, but is vulnerable to piercing damage. At the top of the round, all bubbles rise 5 feet higher into the air. Flat: The cube fires two bubbles traveling in 30-foot lines. The target must make a DC 14 Dexterity saving throw or be encapsulated by the bubble. Convex: The cube fires one bubble traveling in a 60-foot line. The target must make DC 16 Dexterity saving throw or be encapsulated by the bubble. Concave: The cube fires a large bubble in a 15-foot cone. Each creature must make a DC 14 Dexterity saving throw or be encapsulated by the bubble. The same bubble captures all creatures that fail the saving throw and has AC 15, 60 hit points.Lightning Ball
Flat: The cube fires a ball of lightning in a 30-foot line or until it impacts, which causes it to explode in a 5-foot radius sphere. Each creature must make a DC 14 Dexterity saving throw, taking 4d6 lightning damage on a failure or half as much on a successful one. Convex: The cube fires a beam of lightning in a 60-foot line. The first creature in that line must make a DC 14 Dexterity saving throw, taking 6d6 lightning damage on a failed save, or no damage on a successful one. If successful, the beam continues to travel until it reaches 60-foot or until a creature fails the saving throw. Concave: The cube fires a ball of lightning traveling in a 30-foot line or until it impacts, which causes it to explode in a 10-foot radius sphere. Each creature must make a DC 14 Dexterity saving throw, taking 2d6 lightning damage on a failure or half as much on a successful one.4. Μικρότερες κλήσεις: Mikróteres klíseis: Lesser Summons
The fourth level consists of one central button on the side left of the lenses. Around the button are four equal parts. In between two of the four parts is a small pointer. If the central button is pressed the wheel spins and casts one of the following Summoning spells: Summon Fey, Summon Lesser Demons, Summon Shadowspawn, Summon Undead. The spells are cast at the 4th level and the spellcasting modifier is +5. On the side above the lenses, there are six different gemstones each combined with a different number. Cooldown: The Summoning Levels have a separate cooldown of 1 day (Other functions are still usable).Green
Flat: FumingConvex: Mirthful
Concave: Tricksy
Red
Flat: 4 Demons of CR ½ or lowerConvex: 2 Demons of CR 1 or lower
Concave: 8 Demons of CR ¼ or lower
Gray
Flat: SkeletalConvex: Putrid
Concave: Ghostly
Black
Flat: FearConvex: Fury
Concave: Despair
5. Kυνόδοντο θηρίο: kynódonto thirío: Fanged beast
The fifth level consists of six combined buttons around a central button, like the Leviathan level that each causes different effects inspired by different beasts. On the backside of the cube (the one opposite of the lens), there is a brass platform with the markings of a hand on it. General DC: 15Cooldown: 18 seconds (3 rounds)
Giant Snowball
Flat: The cube fires out a large ball made from snow, ice, and sleet that travels in a 30-foot line that is 5 feet wide. Anything in that line must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 bludgeoning damage on a failure, and half as much on a success. A creature that fails this saving throw is moved with the ball, to the end of the line. Convex: The cube fires out a medium-sized ball of snow, ice, and sleet that travels in a 60-foot line that is 5 feet wide. The first creature in the line must make a dexterity saving throw, taking 3d6 cold damage and 3d6 bludgeoning damage on a failure, and half as much on success. Concave: The cube fires out a huge ball of snow, ice, and sleet that travels in a 15-foot line that is 10 feet wide. Any creature in that line must make a Dexterity saving throw, taking 1d6 cold damage and 1d6 bludgeoning damage on a failure, and half as much on a success. A creature that fails this saving throw is moved with the ball, to the end of the line.Plated Barrier
Flat: The cube creates a 10-foot radius sphere around it that blocks physical objects and spells from moving inside from the outside. The sphere has an Armor Class of 13 and has 20 Hitpoints. Convex: The cube creates a 5-foot radius sphere around it that blocks physical objects and spells from moving inside from the outside. The more concentrated sphere has an Armor Class of 14 and has 25 Hitpoints. Concave: The cube creates a 15-foot radius sphere around it that blocks physical objects and spells from moving inside from the outside. The less concentrated sphere has an armor class of 12 and has 15 Hitpoints. The barrier remains for up to 1 minute. While the barrier is active, the cooldown of the cube does not pass.Sound Barrier
Flat: The cube creates a 10-foot radius invisible sphere around it that blocks sound waves from moving in between. The barrier can block up to around 60 dB. (Normal Conversation) Convex: The cube creates a 5-foot radius invisible sphere around it that blocks sound waves from moving in between. The barrier can block up to around 100 dB. (Loud Music) Concave: The cube creates a 15-foot radius invisible sphere around it that blocks sound waves from moving in between. The barrier can block up to around 40 dB. (Whispers) The barrier remains for up to 10 minutes. While the barrier is active, the cooldown of the cube does not pass.Noxious Spray
Flat: The cube fires a spray of poisonous gas in a 15-foot cone in front of it. Any creature in that area must make a DC 15 Constitution saving throw or take 3d6 poison damage and be poisoned. On a success, the creature takes half of the damage and is not poisoned. Convex: The cube fires a spray of poisonous gas in a 20-foot line that is 5 feet wide. Any creature in that area must make a DC 15 Constitution saving throw or take 5d6 poison damage. On a success, the creature takes half of the damage. Concave: The cube fires a spray of poisonous gas in a 30-foot cone in front of it. Any creature in that area must make a DC 15 Constitution saving throw or take 1d6 poison damage and be poisoned. On a success, the creature takes half of the damage and is not poisoned.Ice Spray
Flat: The cube fires a 15-foot cone of frozen shards in front of it. Any creature in that area must make a DC 15 Dexterity saving throw or take 3d6 cold damage and lose 10 feet of movement until the end of their next turn. On a success, the creature takes half of the damage and not be slowed. Convex: The cube fires shards in a 30-foot line that is 5 feet wide. Any creature in that area must make a DC 15 Dexterity saving throw or take 5d6 cold damage. On a success, the creature takes half of the damage. Concave: The cube fires shards in a 30-foot cone in front of it. Any creature in that area must make a DC 15 Dexterity saving throw or take 1d6 cold damage and lose 20 feet of movement until the end of their next turn. On a success, the creature takes half of the damage and not be slowed.Lightning Beam
Flat: The cube fires a golden beam of lightning in a 60-foot line that is 5 feet wide. Any creature in that line must make a DC 15 Dexterity saving throw or take 5d6 lightning damage. On a success, the creature takes half of the damage. Convex: The cube fires a concentrated golden beam of lightning in a 90-foot line that is 5 feet wide. The first creature in that line must make a DC 15 Dexterity saving throw or take 7d6 lightning damage. On a success, the creature takes no damage, and the next creature in the line makes the saving throw against the beam. Concave: The cube fires golden lightning in a 30-foot cone. Any creature in that cone must make a DC 15 Dexterity saving throw or take 3d6 lightning damage. On a success, the creature takes half of the damage.7. Μεγαλύτερες κλήσεις: Megalýteres klíseis: Greater Summons
The seventh level consists of one central button on the side left of the lenses. Around the button are four equal parts. In between two of the four parts is a small pointer. If the central button is pressed the wheel spins and casts one of the following Summoning spells: Summon Aberration, Summon Construct, Summon Elemental, Summon Greater Demon. The spell is cast at the 5th level and the spellcasting ability modifier is +5. Cooldown: The Summoning Levels have a separate cooldown of 1 day (Other functions are still usable).Purple
Flat: SlaadConvex: Beholderkin
Concave: Star Spawn
Yellow
Flat: StoneConvex: Metal
Concave: Clay
Cyan
Flat: WaterConvex: Earth
Concave: Air
Red
Flat: BabauConvex: Barlgura
Concave: Tanarukk On the top side of the cube, there are several rings each divided into several more pieces. The pieces each have a symbol on them, which can be swapped around by pressing two different ones. The symbols seem to have something to do with the planes of the multiverse.
8. Πουλί δράκων: Poulí drákon: Bird Wyvern
The eighth level consists of six combined buttons around a central button, like the Leviathan level that each causes different effects inspired by different beasts. On the backside of the cube (the one opposite of the lens), there is a brass platform with the markings of a hand on it. General DC: 16Cooldown: 24 seconds (4 rounds)
Fireball Barrage
Flat: Choose up to 3 creatures within 30 feet. The cube fires a small ball of flames at each of them. Each creature must make a DC 16 Dexterity saving throw or take 17 (6d6) fire damage and become ignited until the end of their next turn on a failed save or half as much damage and doesn't ignite on a successful one. An ignited creature takes 5 (1d10) fire damage at the start of its turn. A creature can douse an ignited creature using an action. Convex: Choose one creature within 60 feet. The cube fires a small ball of flames at it. The creature must make a DC 16 Dexterity saving throw or take 28 (8d6) fire damage on a failed to save or half as much damage on a successful one. Concave: Choose up to 6 creatures within 30 feet. The cube fires a small ball of flames at each of them. Each creature must make a DC 16 Dexterity saving throw or take 10 (4d6) fire damage and become ignited on a failed save or half as much damage and doesn't ignite on a successful one. An ignited creature takes 5 (1d10) fire damage at the start of its turn. A creature can douse an ignited creature using an action.Sleeping Gas
Flat: The cube fires a bubble of sleeping gas. Choose a point within 30 feet. Upon impact, the bubble bursts releasing the gas in a 10-foot radius around it. Roll 8d8; the total is how many hit points of creatures this spell can affect. Starting with the creature that has the lowest current hit points, each creature affected by this gas fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Convex: The cube fires a bubble of sleeping gas. Choose a point within 60 feet. Upon impact, the bubble bursts releasing the gas in a 5-foot radius around it. Roll 10d8; the total is how many hit points of creatures this spell can affect. Starting with the creature that has the lowest current hit points, each creature affected by this gas fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Concave: The cube fires a bubble of sleeping gas. Choose a point within 60 feet. Upon impact, the bubble bursts releasing the gas in a 15-foot radius around it. Roll 6d8; the total is how many hit points of creatures this spell can affect. Starting with the creature that has the lowest current hit points, each creature affected by this gas fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.Sonic Wave
Flat: The cube releases a wave of sonic energy in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw or take 7 (4d6) psychic damage and become unconscious on a failure or half damage or half damage and not fall unconscious on a successful one. The creature is unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Convex: The cube releases a wave of sonic energy in a 60-foot line. Each creature in that area must make a DC 16 Wisdom saving throw or take 10 (6d6) psychic damage and become unconscious on a failure or half damage or half damage and not fall unconscious on a successful one. The creature is unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Concave: The cube releases a wave of sonic energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw or take 3 (2d6) psychic damage and become unconscious on a failure or half damage or half damage and not fall unconscious on a successful one. The creature is unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.Poison Spray
Flat: The cube sprays poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, or take 21 (4d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and are not poisoned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Convex: The cube sprays poisonous gas in a 30-foot line. Each creature in that area must make a DC 16 Constitution saving throw, or take 28 (6d6) poison damage and be poisoned until the end of their next turn on a failed save, or half as much damage and are not poisoned on a successful one. Concave: The cube sprays poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, or take 14 (2d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and are not poisoned on a successful one.Water Jet
Flat: The cube discharges a beam of high-pressurized water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. Convex: The cube discharges a beam of high-pressurized water in a 90-foot line that is 5 feet wide. The first creature in that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save. On a success, the creature takes no damage, and the next creature in the line makes the saving throw against the beam. Concave: The cube discharges a beam of high-pressurized water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.Hypersonic Roar
Flat: The cube discharges a shockwave in a 10-foot radius around it. Each creature in that area must make a DC 16 Constitution saving throw, or take 21 (4d6) thunder damage on a failure. If they fail the save by 5 or more, the creature is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and is not incapacitated. Convex: The cube discharges a shockwave in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, or take 28 (6d6) thunder damage on a failure. If they fail the save by 5 or more, the creature is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and is not stunned. Concave: The cube discharges a shockwave in a 20-foot radius around it. Each creature in that area must make a DC 16 Constitution saving throw, or take 14 (2d6) thunder damage on a failure. If they fail the save by 5 or more, the creature is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and is not incapacitated.10. Ωμή δράκος: Omí drákos: Brute Wyvern
General DC: 17Cooldown: 30 seconds (5 rounds)
Fulgur Bolt
Flat: The cube fires a bolt of thundering lightning in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one. Convex: The cube fires a bolt of thundering lightning in a 90-foot line that is 5 feet wide. The first creature in that line must make a DC 17 Dexterity saving throw, taking 31 (9d6) lightning damage on a failed save. On a success, the creature takes no damage, and the next creature in the line makes the saving throw agaisnt the beam. Concave: The cube fires crackling lightning in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one.Chemical Detonation
Flat: The cube sends unstable slime in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Convex: The cube sends unstable slime in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Concave: The cube sends unstable slime in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10 (3d6) fire damage and 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.Mud Spray
Flat: A spray of muddy water bursts from the cube in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 17 (5d6) bludgeoning damage and are poisoned with Waterblight for 1 minute. On a success, they take half damage, and are not poisoned. Convex: A spray of muddy water bursts from the cube in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 24 (7d6) bludgeoning damage and are poisoned with Waterblight for 1 minute. On a success, they take half damage, and are not poisoned. Concave: A spray of muddy water bursts from the cube in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and are poisoned with Waterblight for 1 minute. On a success, they take half damage, and are not poisoned.Ravenous Breath
Flat: Black and red flames burst from the cube in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 10 (3d6) fire damage and 7 (2d6) necrotic damage on a failed save and be afflicted with Dragonblight for 1 minute. On a success, they take half damage and are not afflicted. Convex: Black and red flames burst from the cube in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Constitution saving throw, taking 14 (4d6) fire damage and 10 (3d6) necrotic damage on a failed save and be afflicted with Dragonblight until the end of their next turn. On a success, they take half damage and are not afflicted. Concave: Black and red flames burst from the cube in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 7 (2d6) fire damage and 3 (1d6) necrotic damage on a failed save and be afflicted with Dragonblight for 1 minute. On a success, they take half damage and are not afflicted. A creature afflicted with Dragonblight may repeat the saving throw at the end of their respective turn, ending the effect on a success.Lethargy Spray
Flat: A spray of sleep-inducing gas seeps from the cube in a 30-foot cone. Roll 10d8; Convex: A spray of sleep-inducing gas seeps from the cube in a 60-foot line that is 5 feet wide. Roll 12d8; Concave: A spray of sleep-inducing gas seeps from the cube in a 60-foot cone. Roll 8d8; The total is how many hit points of creatures this gas can affect. Creatures within the area are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this gas falls unconscious for 1 minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.Set Eruption Stones
Flat: Several volatile stones are shot from the cube. Choose 7 points within 60 feet. The stones deal 3 (1d6) damage in a 10-foot radius upon detonation. Convex: Several volatile stones are shot from the cube. Choose 3 points within 30 feet. The stones deal 10 (3d6) damage in a 10-foot radius upon detonation. Concave: Several volatile stones are shot from the cube. Choose 5 points within 90 feet. The stones deal 3 (1d6) damage in a 15-foot radius upon detonation. On each of these spots, place an Eruption Stone. An eruption stone is a highly volatile mineral that explodes easily. An eruption stone detonates either after 1 minute, when it is hit by an attack, or is in an area of effect that would deal damage to the stone (It is immune to poison and psychic damage).14. Πετώντας δράκος: Petóntas drákos: Flying Wyvern 2
General DC: 19Cooldown: 42 seconds (7 rounds)
Burning Lethargy (Gravios)
Flat: Convex: Concave:Lethargic Wind Burst (Paolumu)
Flat: Convex: Concave:True Fireball (Rathalos)
Flat: Convex: Concave:Blazing Poisoncloud (Rathian)
Flat: Convex: Concave:Roaring Wind Tunnel (Brute Tigrex)
Flat: Convex: Concave:Ice Beam (Ukanlos)
Flat: Convex: Concave:16. Γέροντας δράκος: Gérontas drákos: Elder Dragon
General DC: 20Cooldown: 48 seconds (8 rounds) [/subcontainer]
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