Self-Destruct. The mineshaft collapses in on itself, killing itself and anything within 100 feet of it, including the interior. It resurrects in 1d10 days.
Spellcasting. The mineshaft is a 60-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +14 to hit with spell attacks). The mineshaft has the following spells prepared:
Cantrips (at will): Light, Lightning Lure, Mind Sliver, Sword Burst, Thaumaturgy, Vicious Mockery, Word of Radiance
1st level (12 slots): Cause Fear, Command, Compelled Duel, Dissonant Whispers, Distort Value, Ensnaring Strike, Faerie Fire, Feather Fall, Hail of Thorns, Healing Word, Hunter's Mark, Searing Smite, Silvery Barb, Thunderous Smite, Wrathful Smite, Zephyr Strike
2nd level (9 slots): Blindness/Deafness, Blur, Branding Smite, Darkness, Earthbind, Knock, Misty Step, Prayer of Healing, Suggestion, Tasha's Mind Whip, Warding Wind
3rd level (9 slots): Aura of Vitality, Blinding Smite, Crusader's Mantle, Fast Friends, Intellect Fortress, Mass Healing Word, Motivational Speech, Thunder Step, Tongues
4th level (9 slots): Aura of Life, Aura of Purity, Dimension Door, Guardian of Faith, Guardian of Nature, Raulothim's Psychic Lance, Staggering Smite
5th level (9 slots): Banishing Smite, Circle of Power, Contact other Plane, Destructive Wave, Far Step, Geas, Immolation, Negative Energy Flood, Teleportation Circle
6th level (6 slots): Mass Suggestion, Otto's Irresistible Dance, Scatter, Word of Recall
7th level (6 slots): Divine Word, Power Word Pain, Teleport, Whirlwind
8th level (3 slots): Glibness, Maddening Darkness, Power Word Stun
9th level (3 slots): Power Word Kill, Time Stop, Wish
Banish (3/day). The mineshaft casts banishment on up to 2 creatures. The banishment lasts until the creature succeeds on their saving throw.
Imprison (3/day). The mineshaft teleports one creature that is inside of it to one of the mineshaft's prison chambers. The creature is bounded with chains during the teleportation, which requires a DC 27 Strength check to break out of, and a DC 23 Thieves' Tools, or a DC 27 Dexterity check to open the cell door.
Multi-attack. The mineshaft makes 1 stalactite attack, 1 stalagmite attack, and 2 spell attacks.
Stalactite. Melee Weapon Attack: DC 27 Dexterity Saving Throw, a 5-foot sphere within the mineshaft. Hit: 23 (3d10 + 7) bludgeoning damage and 12 (2d8+3) piercing damage.
Stalagmite. Melee Weapon Attack: DC 28 Dexterity Saving Throw, a 5-foot sphere within the mineshaft. Hit: 37 (6d8 + 12) slashing damage.
Description
The mineshaft was abandoned centuries ago, and no one dares to approach it. A select few who are either brave, reckless, or drunk enough dare to go in. None of them have ever been found.
Damn your party's super dead huh
How does it cast Vicious Mockery?
Val9Nine, the DM ultimately decides everything, but I'm having the Mineshaft cast all somatic spells by having the walls vibrate slightly.
For the insulting words part, words could appear on the wall.
maybe make it nurtral?
it's very angey
great consept but just needs a fewer dabs here and there
🤔 Can I have two barbarians, a fighter, a rouge, and a wizard that can cast Anti magic field? then i could beat it
Oh, and they all have magic weapons
and the wizard can also cast gate
Kind of makes me think of the Labyrinth portrayed in Percy Jackson. Maybe associate its life force with that of the creator? Might make it so that the party has a chance to delve into and kill this thing with a purpose, instead of delving in and probably dying just to have it resurrect.
A bit too OP. I mean, come on, 1230 health??? And 3 9th level spell slots???