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If eaten after death, gives 1d8 temp HP.
If eaten after death, gives 1d8 temp HP.
(Reach 6) When walking through difficult terrain, must succed on DC11 DEX save or fall prone and take 1d8 dmg
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Action: Create a 3-space cubic cage of force (Range 6). Choose whether the walls of the cage obstruct all creatures and/or all attacks. A trapped creature may break free with a DC 20 STR save, and the cube cannot trap an enemy larger than Huge. The device has 3 charges, and must be left in a bank vault for 1 month to recharge.
Action: Sprinkle a pinch of dust over water. A 3-space cube of water turns into a lightweight marble-sized pellet. Smashing the pellet releases the water.
A water elemental exposed to the dust takes 10d6 necrotic damage (STR save for half).
Action: Restrain a Small to Large Incapacitated creature. While Restrained, they are unable to use any method of teleportation. They remain this way until released or they break the shackles (DC 20 STR save).