A pearly white conch with a bright pink inside, it is at the pinnacle of perfection where conchs are concerned. It is always in perfect condition, yet is quite fragile.
Abilities:
Confinement of the Treacherous: The Conch can be used once in its life to confine a creature of evil alignment. The creature must make a DC 25 Wis saving throw or be confined in the conch. On a successful save nothing happens and this feature of the conch can't be used again on that creature. While inside the Conch the creature does not age nor does it require food or water. The creature can be communed with by the attuned wielder of the conch, but the imprisoned creature cannot cast spells. The confinement cannot be broken unless the conch is destroyed.
Mark Of The Leader: If you are attuned to the Conch, any group without an identified leader instantly respects you as their leader unless you do them harm or have drastically different goals. A group with a leader must make a collective DC 16 Saving Throw, on a fail you become the new respected leader of the group. If the result ties the DC, a schism creates and half of the members join a new group lead by you, with the remainder staying with the original leader or dispersing.
Goals: The conch seeks to protect the village and continue to confine the evil creature it harbors.
Minor Beneficial Properties:
-While attuned to the artifact you can use an action to cast 1 first level spell from it (Command)
-While attuned to the artifact you can use an action to cast 1 third level spell from it (Fireball centered on self)
Major Beneficial Properties:
-While attuned to the Conch, your charisma increases by 2 up to a maximum of 24
Minor Detrimental Properties:
-While attuned to the Conch, you have disadvantage on any saving throw or ability check that uses strength or constitution
-While attuned to the Conch, you must make a DC 20 Wisdom saving throw or look like a crotchety old liver spotted man
Major Detrimental Properties:
-Each time you attune to the artifact you age 3d10 years. You must make a DC 10 Constitution saving throw or die instantly from the shock. If you die, you are instantly transformed into a wight that is sworn to protect the Conch at all costs.
Destroying the Conch: The Conch is quite fragile and is easily destroyed in the hands of someone that intentionally means it harm. This individual must be sentient and with an intelligence of 8 or greater. To destroy the conch one must simply state their wish and crush it in their hands. When destroyed, it releases its magic in a dazzling display of harmless energy and reforms itself in 1d100 years with its magic intact. When the conch is destroyed, any creature inside the conch is released.
Notes: Utility, Container
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