Dimensional Traveler. The Box of Doom can use the Plane Shift spell at will using Intelligence as its casting stat, but only Plane Shift itself. It can use this ability to travel to planes unknown by even the gods. There is only one Box of Doom, even between multiple games with different Dungeon Masters.
Immortal. When the Box of Doom is reduced to 0 hit points, it becomes the Box of Doom artifact.
Unwilling Attunement. A creature becomes attuned to the Box of Doom if they attack it. It gains additional attacks from multiattack, though its hit points remain the same unless it reverts to its artifact form and back.
Multiattack. Enter the description for your action.
Consume Fate. The Box of Doom consumes the potential energy of one creature within 30 feet of it. The creature takes 16 (3d8 + 4) necrotic damage and the next natural 20 they roll becomes a natural 1. There is no duration on this ability, but it also does not stack with itself.
Dimensional Dream. All creatures within a 20 ft. cone must make a DC15 saving throw or be stunned until the end of their turn as they experience the ego death of falling through hundreds of lives in hundreds of dimensions.
(Variant: Metaplanar Trap
You can use this variant if playing with minis around a table and you own a large enough dice box.
As an action, the Box of Doom can trap one creature within 30 feet inside a warped manifestation of its interior where the laws of reality are strange. The player places their actual character's mini in the dice box. At the end of their turn, they can attempt to escape the box by making six DC10 saving throws, one against each of their ability scores. If some saving throws were successful, and others were not, the creature only rolls for the failed saves at the end of subsequent turns. Once all saves are made successfully, the creature returns to the nearest unoccupied space next to the Box of Doom. The dice must be rolled in the same box the mini was placed in, and they can move anywhere within the box on their turn. If any of the dice touch the mini, the character takes an amount of force damage that mimics the number the dice shows facing upward.)
Description
All artifacts are mysterious in some ways. People find themselves utterly and completely drawn in by their power. None are quite on the same level as the simply named "Box of Doom". Found referenced throughout many mythologies, documented in tapestries and paintings, this particular artifact seems to choose its owner rather than the other way around.
A Box of Mystery
The Box of Doom has, at least, two forms. One as an artifact, and one is a great monster. In combat, the Box of Doom is strong, yes, but certainly not as strong as it could be. It is only ever strong enough to put up a challenge against the adventurers it fights. It might stay a few moments to teach heroes some kinds of eccentric lesson, or even let itself be defeated after a hard won battle... but, there's always an inkling in the back of your mind that it let you win. Like a champion prize-fighter wrestling toddlers. Archmages have cast high-level divination spells to determine the nature of the Box of Doom and gotten severe, persistent nosebleeds for the rest of their lives. Others becomes utterly convinced the Box of Doom isn't magical at all, despite the evidence clearly contradicting that conclusion. Those who turn to worshipping it as a god accidentally find themselves praying to the Lady of Pain. Whatever the Box of Doom really is, it's clear it doesn't want you to know.
The Box of Doom is a true neutral sentient artifact. It has telepathy out to a range of 120 feet, but will never speak to anyone. Many see the Box of Doom as an antagonist. This isn't the case, it doesn't change your fate, it simply bears witness. Above all, the Box of Doom hates being invoked for moments that don't hold some incredible risk. If the Box of Doom ever feels its powers are being abused, it will grow many times its size and assume the Box of Doom monster stats.
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