Showing posts with label Magic Item. Show all posts
Showing posts with label Magic Item. Show all posts

Monday, February 16, 2015

Magic Item: Bone Ward

File:PSM V17 D742 Australian native with bone nose ornament.jpgBone Ward

This six inch, human femur bone is sharpened to points on the ends and covered with etchings of primitive designs. When the septum of the nose is pierced with the Bone Ward, a level of protection from jungle diseases is provided.


The procedure causes 1d4 piercing damage. It provides a +2 for all saves against diseases and natural poisons, as long as the Bone Ward is worn. 

Monday, January 26, 2015

Magic Item: Monkey Scream

Magic Item:
Monkey Scream
Weapon (mace, small), rare (requires attunement)

This mace is created from a whole skull of a charmed baboon attached by enchanted sinew to a thick branch stolen from a great tree in the jungle protected by dryads. When the weapon is swung, air rushes through the open mouth of the skull and creates a loud shriek. When a creature is hit, that creature takes an extra 2d6 necrotic damage. Any creatures within a 30’ radius of the mace and that can hear when it shrieks must make a WILL DC 13 or become frighten for one round.

Monkey Scream is created by a coven of Chu’Mwarg witches only for the most powerful Chu’Mwarg chieftains. Using dark jungle magic, they enchant and attune the weapon to the chief.

Curse:  If anyone larger than a small humanoid attempts to wield the weapon or the weapon is taken out of the jungle, Monkey Scream will randomly shriek twice an hour for 1d4 rounds affecting everyone in a 30’ radius (saves must be made each time the weapon shrieks; if the save is successful, the individual is not frightened but has disadvantage on skill or concentration checks while it is shrieking).  Being carried in a container where the weapon is buried in soil and vegetation from the jungle will prevent the shrieking. Once removed from the container, the shrieking returns.