Wondrous Item, artifact (requires attunement)

This item replaces a creature's own heart through attunement.

The beating heart of Valmoth still lives and the essence of his demonic powers still rules from organ removed by heartcleaver. Great evil stirs within and acts as a conduit of dark magic and demonic evil. When attuned, the items grants the owner great powers as a significant cost.

Properties of the Heart

  • You gain magical resistance, granting you advantage on saving throws against spells and other magical effects.
  • Your strength score becomes 25, unless it is already 25 or higher.
  • Once per day, you may use a legendary resistance when failing a saving throw, choosing to succeed instead.
  • You are immune to Cold, Fire and Lightning.
  • You gain truesight upto 120ft.
  • Demonic horns grow from you skull, granting you both the Gore attack and Charge feature.
  • Once per day, you can invoke the heart's demonic power and using frightful presence.
  • The heart has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Detect Magic (at-will), Hunter's Mark (1 charge), Dispel Magic (3 charges), Dominate Beast (4 charges), Wall of Stone (5 charges), Teleport (7 charges), Maze (8 charges). The heart regains 1d6 + 2 expended charges daily at dawn. Each time you cast a spell from the heart, there is a 5 percent chance that Valmoth rips your soul from your body, devouring it and taking control of your body like a puppet. If that happens, you become an NPC under the DM's control.
  • At the end of each moon, Abyssal words enter your mind and attempt to place you under the control of a powerful enchantment. You must succeed on a DC25 Wisdom Saving Throw or be forced to follow the instructions given. If that happens, you become an NPC under the DM's control.

Frightful Presence

Each creature of your choice within 120 feet of you and aware of you must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if you are within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to your Frightful Presence for the next 24 hours.

Gore

Melee Weapon Attack. Damage: 2d6 plus your strength modifier.

Charge

If you move at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d10 piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Destroying the Heart

The heart can be destroyed only by being struck and consumed by Heartcleaver. 

Dusbero

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