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Trident of The Seaborn[edit]

Weapon (trident), legendary (requires attunement)

This trident of immense power appears as a length piece of multicolor coral, with a jagged tip. It was once wielded by Miluna, the Seaborn, whose spirit is forever bound to the trident. While holding this weapon, you can wield it as a +3 trident.

While the trident is on your person, you gain the following benefits:

  • You gain a swimming speed of 60 ft. unless it was already higher.
  • You can not be submerged underwater against your will or knocked prone under water. If you are, you rise at a speed of 50 ft. per round.
  • You can walk on water as if it was solid ground.

The trident has 12 charges. It regains 2d6 charges daily at dawn.

Spellcasting. While holding the trident, you can cast power beam (2d8 damage) with the trident as the material component, create or destroy water, and shape water at will. While holding the trident, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +7 to hit with spell attacks): glacial crash (1 charge), water whip (1 charge), swiftbolt (4 charges), maelstrom (5 charges), and water tendril (1 charge).

Shield of The Sea. As a bonus action, you can expend 6 charges on the staff and summon a round sphere of translucent water around you for 1 minute. For the duration, you are immune to fire damage, have a +3 bonus to AC, and ranged attacks have disadvantage on you. Any nonmagical flame you enter the space of is extinguished.

Glothach Jelly[edit]

Material, common

Glothach Jelly is harvestable from the round, oblong, top-heavy and colorful Glothach ooze. It can be held or contained in a bottle, waterskin, or other similar container. There is a 50% chance a normal sized Glothach will leave enough jelly for one "serving" (2 pints) and a 25% chance it will drop two servings. A small sized Glothach has a 25% chance of dropping one serving, and a large Glothach has a 50% of dropping two servings, a 25% chance of dropping three, and a 100% chance of at least dropping one.

Uses. Glothach jelly is versatile in nature, and can be used in several ways. The main use is for the creation of potions which vary based on the color and elemental cloak, if any.

  • Red. Two servings of red jelly can be used with the help of alchemists tools, over the span of a short rest, can be used to make a potion of healing, and over the span of a long rest, five servings can be used to make a potion of greater healing or eight servings can be used to make a potion of supreme healing.
  • Green. Two servings of green jelly can be used with the help of alchemists tools, over the span of a short rest, can be used to make a common potion of magic, and over the span of a long rest, five servings can be used to make a uncommon potion of magic or eight servings can be used to make a rare potion of magic.
  • Blue. Two servings of blue jelly can be used with the help of alchemists tools, over the span of a short rest, can be used to make a roc tonic, and over the span of a long rest, five servings can be used to make a zora tonic or eight servings can be used to make a elixir of endurance.
  • Fire. One serving of fire jelly can be applied to a weapon attack and deal an extra 1d6 fire damage. Two servings with the help of alchemists tools, over the span of a short rest, can be used to make a potion of fire resistance, and over the span of a long rest, five servings can be used to make a potion of fire breath.
  • Ice. One serving of ice jelly can be applied to a weapon attack and deal an extra 1d6 cold damage. Two servings with the help of alchemists tools, over the span of a short rest, can be used to make a potion of cold resistance, and over the span of a long rest, five servings can be used to make a potion of frost breath.
  • Lightning. One serving of ice jelly can be applied to a weapon attack and deal an extra 1d6 lightning damage. Two servings with the help of alchemists tools, over the span of a short rest, can be used to make a potion of lightning resistance, and over the span of a long rest, five servings can be used to make a potion of lightning breath.

Staff of The Seven[edit]

Weapon (quarterstaff), epic (requires attunement by an evil creature)

This ancient staff was onced used to contain the soul of the elder evil named Iggaroth the Calamitous. His soul was contained in this accursed staff by Miraria and was sealed deep beneath the earth for millennia. During this time however, Iggaroth still existed in his physical form, but was less powerful, albeit still overwhelmingly strong. He was also nigh unkillable in this form, as he had no soul to be removed. However, during this time, he yearned for his power once more, and searched tirelessly for the staff all across the multiverse. He had everything torn away from him, and when he finally found the staff, he sent the Adamantine Island into a demiplane, spread his rule of malice over it, and slowly took the life of the descendents of the seven (powerful demigods who founded specific regions of the island). He would then trap their blessed souls in the staff, and combine them with his own to ascend to godhood. Or at least he would've if he wasn't stopped before he could fully ascend.

The staff appears as a wicked jet black adamantine staff with seven ruby snakes coiling around the While holding this weapon, you can wield it as a +3 quarterstaff. The size changes in order to fit the size of the wielder. If a good-aligned creature touches the staff, they take 55 (10d10) necrotic damage, and a neutral or unaligned creature takes 27 (5d10) necrotic damage, and this damage can't be reduced in any way. Any creature reduced to 0 hit points by this effects comes back to life with full hp, but are possessed by the spirit of Iggaroth. An evil creature that touches it must make a DC 15 Wisdom saving throw, or also be possessed. They must make another saving throw at the dawn of each day, and the DC increases by one each time.

The staff has 50 charges, and regains 3d10 charges at the dawn of each day.

Spellcasting. While holding the staff, you can cast

Destroying the Staff. While the staff is nigh indestructible, it can be destroyed with a wish spell or by the fire of Mirarias torch once Iggaroths soul has been removed from it, which renders it virtually nonmagical as it loses all other abilities. His soul can only be banished from it by slaying Iggaroth while he has the staff in his possession.

Freezark[edit]

Large elemental, chaotic neutral


Armor Class 21 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 45 ft.


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 18 (+4) 7 (-2) 12 (+1) 5 (-3)

Saving Throws Dex +7, Con +8
Skills Perception +5
Damage Vulnerabilities fire
Damage Resistances piercing, slashing
Damage Immunities cold
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15
Languages understands Primordial but can't speak
Challenge 9 (5,000 XP)


Spider Climb. The freezark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Rock Armor (3/Day) The freezark is covered thick natural stone, which covers it entire body. Each time the freezark takes at least 10 bludgeoning damage or 10 thunder damage, it loses one use of this trait. (Taking 8 bludgeoning damage two times would have no effect, but taking 28 bludgeoning damage at once would consume two uses.) Once this trait has 0 uses remaining, the freezarks's AC is reduced to 14, and it loses it's damage resistances.

Charge. If the freezark moves at least 15 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

ACTIONS

Multiattack: The freezark makes two slam attacks and one pseudopod attack.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage plus 9 (2d8) cold damage.

Pseudopod. Melee Weapon Attack: +10 to hit, reach 25 ft., one target. Hit: 10 (3d6) cold damage, and the target is pulled 10 ft. closer to the freezark.


A freezark is a large spherical creature made of a thick glowing blue liquid similar in consistency to pure lava. It has eight spindly legs that help it navigate on walls on ceilings, giving it a great advantage. Thick rock-like armor covers it's central body, giving it nigh-unmatched defense.


Al-Viruse, The Heartless Automaton[edit]

Huge construct, lawful evil


Armor Class 19 (natural armor)
Hit Points 202 (15d12 + 105)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 24 (+7) 16 (+3) 13 (+1) 20 (+5)

Saving Throws Str +12, Con +12, Cha +10
Skills Perception +6
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities poison, necrotic
Condition Immunities poisoned, deafened, petrified, charmed, frightened, prone, exhaustion, blinded, deafened
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Dwarvish, Giant, Sylvan, Infernal, Abyssal
Challenge 13 (10,000 XP)


Legendary Resistance (3/Day). If the automaton fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack The automaton makes five attacks.

Saber. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Throwing Axe-Blade. Ranged Weapon Attack: +7 to hit, reach 15/60 ft., one target. Hit: 14 (1d12 + 1) slashing damage. Regardless of whether or not the attack hits, the blade returns back to the automaton safely.


LEGENDARY ACTIONS

The automaton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The automaton regains spent legendary actions at the start of its turn.

Move. The banished moves up to half its speed.

Rend (Costs 2 Actions). The banished makes one claw attack.

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