Control. Any monsters, Traps, Puzzles, ETC. in this territory for more than 5 days, will become complete slaves to the Mineshaft
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, Ensnaring Strike, Faerie Fire, Feather Fall, Hail of Thorns, Healing Word, Searing Smite, Silvery Barb, Thunderous Smite, Wrathful Smite,
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 (8 slots): Aura of Vitality, Blinding Smite, Crusader's Mantle, Fast Friends, Intellect Fortress, Mass Healing Word, Motivational Speech, Thunder Step, Tongues
4th level (8 slots): Aura of Life, Aura of Purity, Dimension Door, Guardian of Faith, Guardian of Nature, Raulothim's Psychic Lance, Staggering Smite
5th level (8 slots): Banishing Smite, Circle of Power, Contact other Plane, Destructive Wave, Far Step, Geas, Immolation, Negative Energy Flood, Teleportation Circle
6th level (5 slots): Mass Suggestion, Otto's Irresistible Dance, Scatter, Word of Recall
7th level (5 slots): Divine Word, Teleport, Whirlwind
8th level (2 slots): Power Word Stun
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.
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.
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.
Lair and Lair Actions
It is a sentient lair that controls whatever has been in it for more than 5 days.
very interesting concept of a sentient mineshaft, you've got some serious talent man!