Deep One Items

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The magic of the Deep Ones is not the traditional arcane craft common to the free folk. Many of their devices operate in a way more appropriate to some twisted mockery of living creatures. The horror involved in their craft is unknown and likely better kept that way.

Staff of the Shoggoth

This device appears to be a heavy stalk of nearly straight coral topped by a spongy pentad of eyestalks ringing a pulsing mouth. The whole thing drips with an unpleasant smelling orange tinted water.

When invoked, the staff makes an angry buzzing sound. The noise briefly rips a hole through which manifests the chaos of the Far Realm. Roll 4d6 and add the wielder's WIS bonus, then SUBTRACT the number of times it has been used today and consult the following table.

3 A gargantuan tentacle reaches through the fissure and grabs the wielder, pulling them through the rift. 14 Target's lower limbs become a swarm of tentacles which try to flee toward water. DC13 WIS each turn to control, at 3 successes in a row the effect ends.
4 The staff whips around and bites the wielder for 6d6 piercing damage. 15 target explodes. Fireball damage equal to target hit points, DEX save for 1/2 DC=30-distance from target
5 Evard's Black Tentacles centered on the wielder. 16 Target's upper limbs become a 1d4+1 tentacles which try to attack anything alive (15' reach, +9BAB 1d6P+1d10 blood drain/rnd, Gra+8 to break free, 1/2 of all blood drain heals Target unless attacking self). DC13 WIS each turn to control, at 3 successes in a row the effect ends.
6 Wielder stares into the portal and sees something. DC14 WIS save or Madness 17 Evil Clone of target manifests immediately behind target, hostile to target and strikes with surprise
7 Wielder must make a DC12 CON save or Petrified for (d4)=1 a minute, =2 an hour, =3 a day, =4 a year 18 3d6 tiny (1' long) flying Nagas circle the target peacefully in a 10'r cylinder. DC14 WIS save to remain still. They strike any movement (no attack roll) for 1d12 damage and on a 12 they burrow. They disappear in 1d3 rounds.
8 A tiny brightly colored bird-like creature with four wings (AC26, 1 HP, MV 60) flits about the wielder singing shrilly. Unless killed immediately 1d4 rounds later an enraged Purple Worm attacks the wielder. 19 A tiny brightly colored bird-like creature with four wings (AC26, 1 HP, MV 60) flits about the target singing shrilly. Unless killed immediately 1d4 rounds later an enraged Purple Worm attacks the target.
9 3d6 tiny (1' long) flying Nagas circle the wielder peacefully in a 10'r cylinder. DC14 WIS save to remain still. They strike any movement (no attack roll) for 1d12 damage and on a 12 they burrow. They disappear in 1d3 rounds. 20 Target must make a DC16 CON save or Petrified for (d4)=1 a minute, =2 an hour, =3 a day, =4 a year
10 Target and Wielder swap minds. Target must make DC15 WIS save or suffer Confusion. Wielder has full control and can end effect at will. 21 DC18 CHA save or target polymorphed into Gibbering Mouther under control of Wielder.
11 All Targets within 30' stare into the portal and see something. DC14 WIS save or Madness 22 Evard's Black Tentacles AND Hunger of Hadar centered on the target
12 DC18 CHA save or target polymorphed into Gibbering Mouther NOT under control of Wielder. 23 Target must make DC18 WIS save or have mind swapped with Yithian.
13 Target starts to decay rapidly. Any movement or impact causes 3d6 psychic damage and DC12 WIS save or stunned. May make DC22 CON at end of each turn to end effect. 24+ Several huge tentacles reach through the fissure and grab 1d4 targets, pulling them through the rift. DC20 Athletics to break free. Large or smaller creatures have disadvantage.

Godentag Physalia

Initially this weapon can appear to be nothing more than a metal rod some four feet long. In dim light or darkness the head sheds faint blue luminescence showing a bulbous, transparent jellyfish-like mass and See Invisible or Ethereal sight shows swirling red-purple tendrils.

On a successful hit, the target is struck by 1d4 phantom tentacles, each doing 1d8 psychic damage and leaving excruciating red welts. Additionally the target is grappled until they can make a DC 15 WIS save. Any time they fail to save they take additional 2d12 psychic damage (no to-hit roll required). The tentacles will release if the attacker and defender are ever more than 10' apart.