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DRAGON PILLAR

HAZARD 6

RARE

COMPLEX

MAGICAL

TRAP

Stealth +0 or detect magic

Perception +16, darkvision 60 feet

Recognize Ally A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using Deception to Impersonate. A dragon pillar always uses Perception for initiative.

Description A 10-foot-tall wooden pole topped by a wooden carving of Dahak’s head. Each dragon pillar’s head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth.

Disable Athletics DC 26 (expert) to push the pillar over, or Thievery DC 26 (expert) on the pillar to erase the magic runes that power it, or dispel magic (4th level; counteract DC 22) to dispel the pillar’s magic.

AC 24; Fort +17, Ref +8

Hardness 14, HP 56 (BT 28); Immunities critical hits, fire, object immunities, precision damage

Dragon Pillar Glance Trigger The dragon pillar sees a creature within 120 feet who isn’t a recognized Cinderclaw or Cinderclaw ally. Effect The dragon pillar makes an eye beam Strike against the triggering creature, then rolls initiative.

Routine (1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet.

Ranged eye beam +20 (divine, evocation, range 120 feet). Effect The target is subjected to an effect determined by the pillar’s color and summarized below. On a critical hit, the target’s save result is one degree worse.

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.

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.

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.

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.

Reset The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range.