Mask Of The Doom Flumph (5e Equipment)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This item has the potential to transform PC's into another creature, and it automatically attunes. Make sure to read through the item to understand its effects and talk to your DM/players about using this item before putting it into your game.

Wondrous item (mask), legendary (automatically attunes)

Warning: The Doom Flumph Is A April Fools Homebrewed Creature And As Such Has The Potential To Ruin A Campaign, Use This Item With Care.

Normally flumphs are peaceful creatures, but some grow tired of life as comic relief and evolve into something much greater.

Doom flumphs are extremely dangerous but they can still be killed by a strong enough adventurer, it appears that this mask was made from one, just looking at it gives you a deep sense of unease. You may use a bonus action to don this mask, sprouting 4 tentacles and gaining a +1 Armor Class bonus.

Curse. As you put it on the mask painfully adheres itself onto your face and after one minute it can only be removed with a DC 20 strength check or a spell similar to remove curse. After five minutes have passed a layer of slime will bubble out of the inside of the mask gluing it to your face and the mask can only be removed via greater restoration at 7th level or the use of a wish. At this point the curse is fully in effect and after your next long rest you will grow 4 more tentacles as well as have your movement speed reduced to 10ft and gain a 40ft flight (hover) speed. After 1d4 days have passed you will grow 4 more tentacles and become coated in a thick acidic slime that deals (2d8+7) acid damage to anything you touch, at this stage your tentacles can be used as weapons with 5 foot range dealing 2d8 damage per hit. After 1d12 days have passed you must make a DC 25 Wisdom save or have your alignment changed to lawful evil if you succeed remake the save tomorrow and if your alignment was already lawful evil skip this step. After 2d12 more days you must make a DC 25 Intelligence save or you fully turn into a Doom Flumph and your character is now controlled by the DM. At this point you can only be turned back to normal by a wish spell.

Credit: This page helped me understand how to write this.

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