This 2-foot-diameter black Sphere
is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
obliterates all matter it passes through and all matter that passes through it. Artifacts
are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation
, it passes through the Sphere
unscathed. Anything else that touches the Sphere
but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
is stationary until someone controls it. If you are within 60 feet of an uncontrolled Sphere
, you can use an action to make a DC 25 Intelligence
(Arcana) check. On a success, the Sphere
levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence
modifier (minimum 5 feet). On a failure, the Sphere
moves 10 feet toward you. A creature whose space the Sphere
enters must succeed on a DC 13 Dexterity
saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a Sphere
that is under another creature's control, you make an Intelligence
(Arcana) check contested by the other creature's Intelligence
(Arcana) check. The winner of the contest gains control of the Sphere
and can Levitate
it as normal.
If the Sphere
comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a Portable Hole
, the DM determines randomly what happens, using the following table.
d100 — Result:
01-50 — The Sphere
51-85 — The Sphere
moves through the portal or into the extradimensional space.
86-00 — A spatial rift sends each creature and object within 180 feet of the Sphere
, including the Sphere
, to a random plane of existence.