An amulet of unknown origin. This amulet allowed No Heart, the previous owner, to shape shift. Once ownership changes, the power of the amulet reverts to a lesser state, growing more powerful as it is wielded. It resonates with an otherworldly energy. One thing is sure, it’s not from this realm of existence.
When touched by the owner, grants the ability to change the users form into one of six animals.
Roll 1D6. Choose an attack based on the number rolled.
1. Ram: +6 , one target. Hit: 1d8 bludgeoning damage. Target is pushed 5 squares and is knocked prone (DC 13 Strength save)
2. Eagle: +6 , one target. Hit: 1d8 piercing damage. Target is lifted into the air and dropped (DC 13 Strength save.
3. Serpent: +6 , one target. Hit: 1d8 piercing damage. The target must make a DC 10 Constitution save, taking 8 poison damage on a failed save, or half on a successful one.
4. Lightening: +6 , one target. Hit: 1d8 lightening damage. Target is pushed 5 squares and is knocked prone (DC 13 Strength save)
5. Vampire Bat: +6 , one target. Hit: 1d8 piercing damage. When the target takes damage, the user heals HP equal to the amount of damage.
6. Dragon: +6 , one target. Hit: 1d8 fire damage. Target must make a (DC 14 Wisdom save), or become afraid of the user. Target drops their weapon and cannot attack the user for two turns.
Notes: When touched by the owner, grants the ability to change the users form into one of six animals. Roll 1D6. Choose an attack based on the number rolled. 1. Ram: +6 , one target. Hit: 1d8 bludgeoning damage. Target is pushed 5 squares and is knocked prone (DC 13 Strength save) 2. Eagle: +6 , one target. Hit: 1d8 piercing damage. Target is lifted into the air and dropped (DC 13 Strength save. 3. Serpent: +6 , one target. Hit: 1d8 piercing damage. The target must make a DC 10 Constitution save, taking 8 poison damage on a failed save, or half on a successful one. 4. Lightening: +6 , one target. Hit: 1d8 lightening damage. Target is pushed 5 squares and is knocked prone (DC 13 Strength save) 5. Vampire Bat: +6 , one target. Hit: 1d8 piercing damage. When the target takes damage, the user heals HP equal to the amount of damage. 6. Dragon: +6 , one target. Hit: 1d8 fire damage. Target must make a (DC 14 Wisdom save), or become afraid of the user. Target drops their weapon and cannot attack the user for two turns. , Healing, Damage, Shapechanging, Necklace, Jewelry
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