Wondrous Item, artifact (requires attunement by a Individual magically capable.)

This grotesque relic resembles a warped glass vessel crafted with a glossy, obsidian-black bottle fused with pulsating, crimson metal. The wet eyes swivel independently, tracking movement with disturbing awareness.

At the base, the flesh swells into a bloated, bulbous mass dominated by a single, enormous central eye, half-lidded and constantly staring, its pupil dilating whenever magic is cast nearby. Beneath it, a wide, lipless maw splits the flesh, revealing rows of jagged, needle-like teeth that gnash softly, as though chewing unseen thoughts.

The vessel radiates a faint psychic pressure. Whispers bleed into the minds of those who carry it, speaking in overlapping voices, each claiming to be the true master of the world. When uncorked, the interior smells of old blood, ozone, and arcane rot, and faint spectral shapes can be seen swirling inside like trapped souls in a storm. 

The Philter contains Eight different Beholders all capable of remarkable abilities. The history, name, and magical abilities of the Beholder’s are all known to the person wielding the bottle and attuned to it. The history and story of each Beholder can be altered to the DM’s discretion. 

Legend has it that supposedly the bottle holds a ninth soul within that lays dormant. Roll a 1d2. On a one, it does not possess the ninth soul. On a two it does possess a Hive Mother. As the DM you may also decide if it does or does not.

When issued a command the Beholder must roll a Charisma saving throw. If unsuccessful, they follow your order. If they succeed they instead take 4d10 psychic damage and are forced to perform the action next turn. Future Saving throws are at a disadvantage after a success.

 


 

Roll a D100 to Determine the Beholder you summon.
Summons remain on the field for six hours or until dispelled. 
1-30 “Vihm The Seer” 
31-50 Ontaqis, Siphon of Life”
51-65 “The Ever-Transparent Aldraqaih”
66-77  Dhentrush The Tyrant”
78-86 “Elder Lotureach”
87-92 “Lanthri, Master Of The Flame”
93-96 “Zalsh, Master Of The Blizzard
97-99 “Radrus, Master Of The Storm”
100 “The Hive Mother” - If the Hive Mother isn’t present Three Beholder’s of your choosing

 

 “Vihm The Seer” - Beholder

 

Vihm was a Beholder that dreamed a lot when it slept. So much so that it constantly wound up birthing other Vihm’s that sought to destroy it. It discovered shortly after that it could manipulate the very essence of reality by dreaming more of itself, yet realized it only ever made other variants just as hell bent as it to take control. It then discovered if it can dream them to reality.. he could dream of them being subservient.

Vihm (Vi-mm) talks too much. As more Beholder’s are summoned the talking only increases and pretty soon people are listening to a conversation between beholders planning their ultimate escape as they unwillingly follow their masters orders. No, they do not silence when requested and instead all three start to belittle you as they work for you. 

If summoned, Vihm has standard Beholder stats but can use an action to summon another Beholder like itself onto the battlefield. It can only summon two at a time with its max health splitting and being used between each summon.

 


 

Ontaqis, Siphon of Life” - Bloodkiss Beholder

 

A Beholder that was discovered to have developed a following for one of the outer gods, using the corpses of the dead and Disassembling them to use as a web into a dark hole that leads to an abyss. The combined efforts of the Outer God and the Beholder nearly built a portal between this realm and theirs, almost allowing madness to seep into the realm of man.

Ontaqis (O-Ta-kiss) is feral. It is constantly screeching and screaming incoherently until it acquires blood in which is speaks in perfect and educated tongue similar to a scholar versed in all languages. Due to its hunger, the screeching resumes shortly after feeding. When stable it follows orders but when unstable it will be more prone to declining orders.

If summoned, Ontaqis has the stats of a Bloodkiss Beholder with higher health and damage stats. When a target is injured or bleeding Ontaqis can use a reaction to latch onto the target. If they are below 50% health they can be immediately killed and are drained of all their blood but takes 1d2 rounds for it to finish feasting. Does not kill when on creatures larger than it but does deal 12d10 slashing damage.



The Ever-Transparent Aldraqaih” - Doomsphere

 

Aldraqaih was a renowned beholder that had many servants under its whim. After its passing, many thought their master to be gone and thus all committed a mass suicide that resulted in their spirits being bound to it from its own deception to bring them over willingly. Aldraqaih had managed to become a Doomsphere with control over all of his dead servants, and planned on using this power until its soul was snared.

Aldraqaih (Al-Drr-uh-Kai) is surprisingly docile and will communicate with the players. Due to its state it was among the easiest to bound and control. 

 If summoned, Aldraqaih can summon up to 3 Units composing of either Barbarian’s, healers, and or Wizards along with their stat blocks reflecting the players level. Barbarian’s are permanently berserk and alway attack the enemy closest to the summoner, wizards provide constant area control spells and buffs among player party, and healers ensure that injuries parties are tended to. The type of beings summoned can be determined by the summoner. Any target killed by the Doomsphere or its minions are turned into zombies or skeletons. When the Doomsphere returns to the bottle all undead creatures raised by it wither into ashes.

 


 

Dhentrush The Tyrant” - Death Tyrant

 

Death Tyrant’s are cruel masters - but none were as cruel as Dhentrush The Tyrant. It had taken over an entire underdark kingdom, turning the Drow into a civilization meant for breeding and conversion. It managed to convert thousands of drow into undead minions until Apophis, captured it, and freed the Drow from their slavery. Putting them into a debt he never collected and even helping them rebuild. 

Dhentrush (Den-tru-sh) is extremely aggressive and possessive. Whenever any of its minions are killed it becomes outraged and will attack the attacker with everything it has. It also views everyone as lower and is far more likely to decline an order than the others.

If summoned Dhentrush has the same stat block as a Death Tyrant. Anytime a target dies they are immediately converted into an undead minion. Instead of being turned into a zombie or skeleton they are turned into an undead thrall which retains the stats and skills of the person murdered. There is no limit on how many it can raise.

 


 

 “Elder Lotureach” - Elder Beholder

 

Lotureach was an elder among elders. He had discovered the use of power words and thus began using them or kill, maim, or incapacitate mortals caught by it. During its reign, Lotureach’s domain was surrounded by petrified statues, corpses, and servants both willing and unwilling. It was until Apophis happened upon its realm that all would change and the monstrosity learned the meaning of silence.

Lotureach (low-to-re-ch) will always try and refuse an order. Although painful it is a Beholder that possesses an Ego and entitlement that makes resistance extremely likely.

If summoned, Lotureach has the stat block of an Elder Beholder. Along with its stats Lotureach can use any power word within its arsenal. It also holds the knowledge of Power Word Kill, Stun, Pain, and Maim all which can only be used once.

 


 

 “Lanthri, Master Of The Flame” - Eye Of Flame

 

Where many Eye of Flames would see reason and submission, Lanthri saw potential of not being limited to its ego and planning strategically. Lanthri was a Beholder that once conquered a domain with the realm of Fire and gained a power similar to primordials. Lanthri enjoyed ruling over it, and was planning an invasion until it was abruptly attacked and had its realm frozen over. 

 

Lanthri (La-An-Th-Ri) is a rather intelligent individual and also one that isn’t consumed by ego or desire. It will obey solely because it understands it has no choice but to do so.

It is a master of all fire spells and does three extra dice of damage with any Fire based spell. It can also cast fire spells as a reaction if any enemy moves within 60 feet of it. Lanthri is also capable of using wind magic to further the spread of its flame.  Its flames do not discriminate.

It is immune to any form of fire.

Lanthri can summon three fire based entities all enhanced by his power. They roll a 1d3 to determine how many extra dice of damage they get upon a successful attack. This effect is permanent.

 Targets lit aflame by Lanthri cannot dispel the flame and waste an action upon trying to do so. They will burn until it returns to the bottle.

 


 

“Zalsh, Master Of The Blizzard” - Eye Of Frost

 

Zalsh once watched over a domain cold enough to freeze a bugbear’s jewels off. It was within its icy kingdom that it reigned over frost entities and elementals, hoping to expand its blizzard and soon encase the world in ice. When its storm expanded too far, it was met by a master of time that put a halt to the ice age. 

 

Zalsh (Zz-All-shh) is one of the most smart mouthed beholders you’ll ever have the decency of meeting. It always has something to say and will make sure you know of your inferiority, even comparing you to the wizard that took it down and at times challenging you for it’s freedom. Of course, you can always say no to this challenge. 

 

Zalsh is a master of all ice spells and deal three extra dice of damage with any ice spell. It can also react to enemies within 80 feet of it by attacking once they move. Enemies hit by a frost spell must roll a dexterity saving throw (dv-18) or be frozen in place.

 

It is immune to any form of cold.

 

Zalsh can summon three frost based entities to Its side. DM must roll 1d3 dice to determine how much bonus die entities summon get for damage. This effect is permanent.

 

Targets frozen can be critically injured by both melee attacks and spells. Lightning based spells cause massive eruptions that send fragments flying to targets within 30 feet and dealing 6d6 damage.

 


 

Radrus, Master Of The Storm” - Eye of Shadow

 

Radrus was a master of the art of lightning and darkness. It resided upon the mortal realm and made its domain in a swamp, a never ending rain that turned the land into a death trap. Radrus had control of both the sky and nature itself, bending the earths very creatures to its whim.

 

Radrus (Rah-Dru-Ss) is silent. It does not speak to anyone unless they display prowess worthy of its sight. When speaking Radrus only ever talks in riddles.

 

Radrus is a master of all lightning and darkness based spells and deals three extra dice of damage when using them. It can react to enemies moving within 100 feet of it and electrify them. All lightning spells casted will always chain to nearby targets. It emanates a 100 foot dome of darkness that blinds enemies but not allies within.

 

Radrus is immune to all lightning based magic and effects.

 

Radrus can summon -

•Two storm giants.

Or

•Three different CR 10 or lower aberrations to its aid.

Or

• Core Spawn Worm

 

DM must roll 1d3 dice to determine how much bonus die entities summon get for damage.

 

Targets hit by the chain lightning must make a dexterity saving throw to avoid being incapacitated and stunned. Enemies wearing metallic armor are dealt a bonus 3 dice of damage on top of existing bonuses.


 

“The Hive Mother”

 

She does not need a name for she was one never called upon. The Hive Mother was the final target for Apophis’s wrath, a long drawn out battle that took everything he had to beat and contain it.

The Hive Mother only speaks when conflict has ended. She will answer one question within her knowledge or grant the players a trail that leads to another legendary item or artifact.  

When The Hive Mother is summoned, so is every other Beholder in the bottle. They will all work together and use their abilities to maximize damage and control, utterly devastating any opponent or army in its path. They will no longer question your authority and will kill for you the moment you command them to do so.

The Hive Mother can perform any feat the other beholders can. It can also dominate and control any creature up to the size of huge.

The arrival of a Hive Mother and the Beholder’s can strike fear in the heart of the mightiest. All creatures must make a wisdom saving throw (Dv-19)  or have the fear trait, unable to attack or walk towards the Hive Mother and the Beholder’s. This effect is permanent until they disappear.


 

 

-Lore of “The Wizard Out Of Time”, Apophis.

 

“In Legend, the Philter was a construction made by a Fire Goliath named Apophis whom carried a vendetta against all Beholder’s and Necromancer’s.”

“He was a Master Wizard and Blacksmith renowned with the ability to control Time itself. It was said whenever he constructed a magic item or forged equipment he would warp and tangle the very threads of time itself to discover and create the absolute version of his work in time that put others to shame.”

”His creations are highly sought after by all forms of individuals, some seeking them for the opportunity to sell and live in riches for generations, a few trying to learn the history of a man that hunted that which none hunt, and other’s who know of its power and have the mind to use it.”

“After Apophis managed to successfully kill the Necromancer that brought him back to life, he discovered that his fate wouldn’t end with his would-be master. He was now free, undead, and cursed with memories of a life and family lost centuries ago. His life would be void of anything that had purpose.”

The only way he could fix his fragmented memory was to pursue the Beholder that warped it as it did during his captivity. Thus beginning a long drawn out journey of a singular man against aberrations beyond mortal comprehension.”

“One would think that killing them would suffice. But no, that would be and is far too simple. Beholder’s value their ego and pride more than their own life, all of them believing themselves to be the most powerful to the point where even slaughtering one other & betrayal are common ground like ritual and imbedded into their psyche like a personality trait. Apophis decided instead of killing them, he was going to do the unthinkable and use them. It was a matter no longer left for discussion after the one who restored his mind in fragments revealed it only did so to have him break it out of its imprisonment and had no intentions of further aiding his recovery as it no longer needed him. Now, that very creatures eye is worn around his neck and used as a tool to hunt down its kin.”

”A man that once spent his life building foundations for his clan and family had now spent his days in solitude creating weapons meant to butcher his foes.”

-Excerpt from “The One Dreamer’s Fear.” Author unknown. 

 

(Art for artifact is custom made)

Notes: The bottle rattles when ready, Individual magically capable., Summoning, Combat

Item Tags: Summoning Combat

Redgrave_EST

Comments

Posts Quoted:
Reply
Clear All Quotes