Staff, legendary (requires attunement)

Zuel was a Beholder defeated by Balthazar, pride of the Neverwinter collage. But Balthazar instead of letting Zule die, decided to tomentum the vile aberration further by making him into tool and do the one thing a beholder hates the most. Submit to something it see's as lesser than it.

While attuned to the staff it functions as a spellcasting focus for any class that can cast spells. And you gain +2 to Wisdom (Perception) checks.

While a absolutely horrifying looking staff, it is still a sentient creature. While attuned, Zule awakens and becomes an ally to you and your companions. In combat, the Zule shares your initiative count, but it takes its turn immediately after yours. Zule obeys your mental commands (no action required by you) and this communication is telepathic and has a distance of 30 feet. If you don’t issue any commands, Zule will attempt to act within your interest's. Zule uses the Commoner stat block, but is a aberration instead of a humanoid, has Darkvision of 120 feet, has an Armor Class of 15, 50 hit points, and a walking speed of 0 feet.


 

Zule can take the Eye Ray action, roll a d4 to select one of the following magical eye rays at random.

1 - Disintegration Ray: Ranged Spell Attack: +6 to hit, range 150 ft., one creature. Hit: 2d8 + 6 Force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

2 - Paralyzing Ray: Ranged Spell Attack: +6 to hit, range 150 ft., one creature. Hit: 1d4 + 3 Psychic damage, creature must succeed on a DC 13 Constitution saving throw or be paralyzed until the start of Zule's next turn.

3 - Fear Ray: Ranged Spell Attack: +6 to hit, range 150 ft., one creature. Hit: 1d4 + 3 Psychic damage, creature must succeed on a DC 13 Wisdom saving throw or be frightened until the start of Zule's next turn.

4 - Telekinetic Ray: Ranged Spell Attack: +6 to hit, range 150 ft., one creature. Hit: 1d8 + 3 Bludgeoning damage, creature must succeed on a DC 13 Strength saving throw or be moved up to 10 feet in any direction.


 

Zule can be attacked. If Zule drops to 0 hit points, Zule falls unconscious and starts making death saving throw's. The staff is also broken and can no longer be used as one but your attunement to it still remains, your attunement to the staff only falls off if Zule dies or you un-attune from it. As long as Zule is not dead, Zule may be healed with the mending spell for 2d8+the casters spell casting ability modifier instead of what the spell normally dose. As long as Zule regains 1 hit point, the staff is reformed to completion and can be used again like normal. spells or ability's that give hit points back outside of the way listed above cannot grant Zule hit points back (under GM discretion). But the spare the dying spell will instantly stabilize Zule, like normal with most creatures. Zule cant be stabilized with the use of a healers kit or a medicine check though. If Zule fail's his death saving throws, the magic that binds him dissipates and the staff disintegrates into fine grey dust.

Notes: Bonus: Perception, Summoning, Damage

Item Tags: Summoning Damage

Granitecrab

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