This amulet is carved from an oval amber stone and shaped like the eye of a menacing beast. Those who stare at it for too long swear that they see it blink. It hangs from a bronze chain necklace. It is said that a faint, non-humanoid growling can be heard when you place the gemstone against your ear.
Curse. This amulet is cursed, and becoming attuned to whomever it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet, keeping it within reach at all times. When you first equip the amulet, you must make a DC 16 Wisdom saving throw. If you succeed, you maintain your physical form and gain all of the following effects:
- Increase your Strength and Constitution scores by 2.
- You gain Advantage against being Charmed or Frightened.
- You Walking Speed is increased by 5 feet.
- Unarmed Strikes deal bonus damage equal to your Proficiency Bonus.
If you fail, The Beast corrupts your mind and body as you undergo a painful transformation. In addition to the effects above, you also gain the following effects:
- Your Wisdom and Intelligence both become 4.
- You cannot use magic and have Disadvantage on saving throws against spells and other magical effects.
- You are unable to use weapons or armor.
- You enter a berserk state.
While berserk, you must use your action each round to attack the creature nearest to you in any way you can. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. Your beserk ends if you start your turn with no creatures within 60 feet of you that you can see or hear.
In addition to the effects above, Roll a D100 to determine what additional transformation The Beast bestows the wearer. While transformed, your creature type becomes "Monstrosity." At the beginning of each of your turns, while you are transformed, you must make another DC 16 Wisdom saving throw. If you succeed, you lose all negative effects from this cursed item but maintain your transformation. The transformation and all other effects last until the amulet is removed from the wearer or the wearer is incapacitated or killed.
Beastial Transformation
| d100 | Transformation |
|---|---|
| 01–22 | Your eyes glow a deep orange as thick fur sprouts all over your body. Your mouth twists forward into a gnashing maw, drooling with thick saliva. It deals 1d8 piercing damage on a hit. Once on each of their turns when you damage a creature with this bite, you regain a number of hit points equal to their proficiency bonus, provided you have less than half your hit points when you hit. |
| 23–44 | Your eyes glow a deep green as your skin sheds off their body, revealing a pattern of slimy scales underneath. A long, reptilian tail sprouts from the bottom of your back with large spines poking through it. It deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use their reaction to swipe your tail and roll a d8, applying a bonus to their AC equal to the number rolled, potentially causing the attack to miss you. |
| 45–66 | Your eyes fade completely white as any hair on your body wilts off you, your skin starting to grow pale and flake onto the ground below. From within, your bones crack and pop as your skeletal structure rearranges itself, causing boney claws to emerge from your hands. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. |
| 67–80 | Your eyes shift to become completely black as your torso writhes and extends backward to form a long, shiny opisthosoma with several pairs of legs emerging from within. A long, flexible tail extends from your backside with a large, sharp stinger at the end. It deals 1d8 piercing damage on a hit. You gain a climbing speed equal to half your walking speed (rounded down). Whenever you hit a creature with an attack from your tail's stinger, they must make a DC 16 Constitution saving throw. If they fail, they are poisoned and take 1d4 poison damage at the start of their turn. After they take this damage, they may make another Constitution saving throw. When they succeed, they are no longer poisoned. This effect cannot stack on the same creature. |
| 81–94 | Your pupils morph to resemble that of an aquatic creature as a mass of tentacles erupt from your body, thick slime coating your entire skin. You gain a swimming speed equal to your walking speed. Whenever you hit a creature that's the same size or smaller than you with an unarmed strike, you may use a bonus action to attempt to grapple the hit creature. They must make a DC 16 Strength saving throw. If they fail, they take 1d4 bludgeoning damage and are grappled. |
| 95–00 | Your eyes glow a bold hazel as bright feathers burst through your skin and long, heavy wings sprout from your back. Your mouth warps into a sharp beak as talons grow on your feet. It deals 1d6 slashing damage on a hit. You gain a flying speed equal to your walking speed. If you attack a player after traveling at least 15 feet in a straight line while flying, you are invulnerable to opportunity attacks. |
Notes: Shapechanging, Cursed
Previous Versions
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