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Elder Evils

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CHAPTER 6<br />

PANDORYM<br />

resistance, which stacks with any other turn resistance<br />

they have.<br />

This inner circle defines the limit of Pandorym’s power<br />

while its mind is trapped within the crystalline prison.<br />

If Pandorym’s mind escapes, the floor holding the calling<br />

diagram cracks, and the entire hallway collapses.<br />

The Crystalline Prison<br />

At the heart of the complex is a 20-foot-diameter circular<br />

room covered with sigils, runes, and incomprehensible<br />

glyphs of arcane design. A dark, oppressive chill leaks from<br />

the frigid void beyond the world, freezing the room’s interior.<br />

The temperature never rises above extreme cold (DMG 302).<br />

Fire spells deal half damage in this room. Nonmagical open<br />

flames are snuffed out the instant they enter the chamber<br />

and cannot be relit within its walls. Light sources provide<br />

half normal illumination.<br />

At the chamber’s center floats a violet crystal 15 feet tall<br />

and 8 feet across. It pulses with an unholy darkness that<br />

seems to suck in whatever light enters the room. It does not<br />

shimmer, nor does it reflect or refract any light other than<br />

hues of purple, casting a sickly violet pall over everything.<br />

The mind of Pandorym is trapped within.<br />

• The “crystal” is actually a modified, solidified form of<br />

permanent prismatic wall (PH 264), six layers deep (it does<br />

not include the violet layer). The normal magical counters<br />

to the layers’ effects don’t function. Any creature that<br />

touches the crystal (even if wearing a glove or other<br />

The Crystalline Prison<br />

protective clothing) is subject to the effect of one color<br />

layer per round, in consecutive order, for 6 rounds of<br />

contact. A creature still in contact with the crystal for a<br />

seventh round is drawn into the prison and blotted from<br />

existence; on a successful DC 45 Will save, it is instead<br />

disintegrated as the spell (no saving throw).<br />

A creature drawn into the prison cannot be restored<br />

by any means as long as the crystal remains intact, since<br />

it no longer truly exists in this reality. If the crystal is<br />

shattered (which releases Pandorym’s mind), a creature<br />

destroyed by entering it can be returned to life with a true<br />

resurrection, wish, or miracle spell.<br />

Held items touching the crystalline prison do not put<br />

their wielders at risk, but an intelligent magic item is affected<br />

as a creature would be.<br />

• The crystalline prison has hardness 30, 300 hit points,<br />

and spell resistance 40. It is immune to acid, cold, electricity,<br />

and fire. Sonic attacks deal double damage, ignoring<br />

hardness as usual.<br />

• If the crystalline prison takes 100 points of damage, it<br />

cracks and sends forth a mind shard of Pandorym. When<br />

a mind shard is destroyed, the prison repairs 30 points of<br />

damage. As long as the crystal has 100 or more points of<br />

damage that have not yet been healed, another shard is<br />

created 1d4 rounds after the first is destroyed.<br />

• If the crystalline prison is reduced to 0 hit points, it<br />

crumbles into a pile of slivers and dust. At that moment,<br />

the mind of Pandorym is released.<br />

Illus. by F. Tsai<br />

89

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