Cursed Clockwork Contraption (5e Equipment)
From D&D Wiki
Wondrous Item, very rare
There was a gnome inventor who was obsessed with creating the perfect clockwork humanoid. But he was never satisfied with his results. So he came up with a plan, instead of making a clockwork into into a humanoid, he would turn a humanoid into a clockwork. He created a series of devices to fulfill this purpose. He would eventually take of the effects of his own contraptions in order to continue his work past death.
A cursed clockwork contraption is a small piece of clockwork engineering, ever moving and ever shifting in its form. It emits a ticking noise noticeable to any humanoid within 120 feet. If they pick it up, they must make a DC 12 Constitution saving throw. On a success, nothing happens and you must repeat the saving throw if you are still in contact with it for another minute. On a failure, it will produce a small needle and give a little prick, before the device stops. After this, you will contract the Clockwork Virus, as seen below
Clockwork Virus. After initial interaction with the device, the target suffers no immediate effects. Within fifteen minutes, the target may experience numbness of the tips of extremities, similar to that caused by cold. The transformation can be classified into 3 distinct stages. The first stage marks the gradually loses their sense of taste and smell over the first few days. The target will also begin to feel stiff, hair and nails will also painlessly fall out and their voice will become dry and crackly. The next stage marks the loss of their sense of touch. At this point, parts of their skin will turn to iron, copper and brass and their eyes will harden into yellow crystals. Their blood will become a strange oily substance and their organs will be replaced by gears and tubes. The third stage marks their full transformation. All of the users skin will have turned to metal, and their joints will have been replaced by systems of gears and pulleys. The targets brain will be replaced by gears and logic machines and their soul will be used as a sort of battery in the center of their body. The former target will be gone, now completely made of metal and gears, having finished their transformation into a clockwork humanoid. All of your racial bonuses and effects will be removed and replaced with the effects of the new race.
The only way for the process to be reverted is through the casting of a greater restoration spell at 6th-level or higher. Over the next 1d4 days, the user will revert back to normal.