This mysterious device resembles a massive wrist-mounted chronometer forged from an unknown dark metal. Ancient runes encircle its face and segmented bands, glowing with an eerie green light. Its origin, purpose, and the meaning of its inscriptions remain unknown.
Cursed Bond. The Ancient Rune Chronometer is cursed. When a creature first touches the chronometer, the device immediately attaches itself to that creature's wrist, becoming permanently bound to its new wearer. Once attached, the chronometer cannot be removed by any known means, magical or otherwise. The bond ends only when the wearer dies.
Transformation. As bonus action, once per Long Rest or at dawn, the wearer can activate the chronometer to transform into one creature currently registered within it.
When the chronometer is activated, the wearer rolls a d100. The DM secretly determines which registered creature corresponds to the result. The wearer does not know the complete list of creatures registered within the chronometer or which creature corresponds to a particular result.
In combat, the transformation lasts for 1d10 rounds. The DM secretly rolls the duration and does not reveal the result to the wearer. When the transformation is about to expire, the DM informs the wearer. The transformation ends at the end of the wearer's turn during the final round.
Transformed Form. While transformed, the wearer physically becomes the selected creature. The wearer's game statistics are replaced by the statistics of the creature, except as described below.
The wearer replaces their Strength, Dexterity, and Constitution scores with those of the creature. The wearer also gains the creature's Armor Class, hit points, Hit Dice, size, speeds, senses, attacks, actions, bonus actions, reactions, vulnerabilities, resistances, immunities, and physical traits and abilities.
The wearer retains their original Intelligence, Wisdom, and Charisma scores, as well as their alignment, personality, memories, class, class features, and ability to understand the languages they normally know.
The wearer can speak normally while transformed, provided the transformed form is physically capable of producing speech. Regardless of the creature's normal capabilities, the wearer retains their ability to understand any languages they normally know.
Class Spellcasting. While transformed, the wearer retains the ability to cast spells granted by their class. The wearer retains their normal spellcasting ability, spell save DC, spell attack bonus, prepared spells, available spell slots, and other resources associated with their class's spellcasting.
The transformed creature's physical form does not prevent the wearer from performing the verbal, somatic, or material components required by spells granted by their class. The chronometer magically adapts the transformed body as necessary to allow the wearer to perform those components.
Casting a spell while transformed expends spell slots, material components, and other resources normally.
Hit Points. When the wearer transforms, they assume the hit points of the selected creature. The wearer's normal hit points are set aside for the duration of the transformation.
If the transformation ends normally, the wearer returns to their normal form with the same number of hit points they had immediately before transforming.
Transformation Collapse. If the transformed form is reduced to 0 hit points, the transformation immediately ends. The wearer returns to their normal form with 0 hit points and falls unconscious.
The wearer must then make death saving throws as normal. Damage that reduced the transformed form to 0 hit points does not carry over to the wearer's normal form; instead, the wearer returns at 0 hit points regardless of the amount of excess damage dealt to the transformed form.
From that point onward, the wearer follows the normal rules for being at 0 hit points, including death saving throws, taking damage while at 0 hit points, becoming stable, regaining hit points, and dying.
Equipment. The wearer's equipment merges into the transformed form and has no effect while the transformation lasts. The equipment reappears when the wearer returns to their normal form.
The Ancient Rune Chronometer remains bound to the wearer throughout the transformation, adapting or merging with the transformed body as necessary. It cannot be separated from the wearer by transforming.
Creature Registry. The chronometer initially contains a hidden pool of creatures chosen by the DM. The identities and number of these creatures are unknown to the wearer.
The chronometer can acquire additional creatures. By touching a beast, monster, a sufficiently intact part of such a creature, or its corpse with the chronometer, the device can absorb and record its biological essence.
When a new creature is recorded, the DM may add it to the chronometer's existing creature pool or have it replace a creature already registered within the device. The organization of the registry and the d100 results associated with its creatures are determined by the DM.
The wearer has no direct control over which registered creature is selected when the chronometer is activated.
Notes: 1 charge. Transform into a randomly selected registered creature. Roll 1d100 to determine the transformation. In combat, the transformation lasts 1d10 rounds, with the duration determined secretly by the DM. The wearer retains their mental ability scores and class spellcasting. If the transformed form is reduced to 0 hit points, the transformation immediately ends and the wearer returns to their normal form at 0 hit points., creature bound to the chronometer., Utility, Cursed, Transforming
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