Wondrous Item, legendary (requires attunement by a Wizard, Cleric, Rogue, Artificer, Warlock)

An unholy artifact that can only originate from Hell itself.

 

These are cursed blue-green and gray rune-inscribed leather gloves studded with black opals and fashioned from humanoid skin. It feels warm to the touch as if alive. When worn it magically grafts to the users skin and becomes attuned. It may be removed through a Remove Curse. Alternatively, the attuned user may also dismember their hands at the forearm at which time the hands will decompose in 1d4 weeks before the gloves may be attuned by a new owner.

NOTE: The wearer of the Hands of Flesh Warping are not immune to its effects and must take care not to touch themselves.

The Hands of Flesh Warping confer the following abilities:

  • Necrotic Touch. One target per hand. 1d6 necrotic damage.
  • Flesh Warp (1/day) The hands generate a phantasmic slime that warps flesh in its contact for 10 or more minutes. If not dead or decomposing, the creature must make a DC 13 Constitution Saving Throw or suffer one level of exhaustion and be stunned for duration of the touch.  For every 10 minutes of exposure roll (1d20) on the following table:
    1 The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
    2 The target’s eyes push out of its head at the end of stalks.
    3 The target’s hands grow claws, which can be used as daggers.
    4 One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
    5 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
    6 A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
    7 The target’s ears tear free from its head and scurry away; the target is deafened.
    8 Two of the target’s teeth turn into tusks.
    9 The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
    10 The target’s arms and legs switch places, preventing the target from moving unless it crawls.
    11 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
    12 The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
    13 The target grows a whiplike tail, which it can use as a whip.
    14 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet.
    15 The target swells, tripling its weight.
    16 The target becomes thin and skeletal, halving its weight. Reduce Strength by 2 (to a minimum of 1)
    17 The target’s head doubles in size.
    18 The target’s ears become wings, giving it a flying speed of 5 feet.
    19 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
    20 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Notes: Language: Abyssal, Damage: Necrotic, Wizard, Cleric, Rogue, Artificer, Warlock, Control, Cursed

Item Tags: Control Cursed

OldManPsychic

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