Wondrous Item, legendary (requires attunement by a To attune to the arm, you must lop off your left arm at the elbow and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.)

 

The only left over part of Rollo Hammerfist after his defeat by the crew of the Hamarsfellingur. A large and muscular arm that writhers and seeks out a host to attack itself onto to grant it's boon and it's curse. 

To attune to the arm, you must lop off your left arm right under the shoulder and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. After attaching the arm you must make a wisdom saving throw granting the following debuffs: 

1. 1-6 lose 4 sanity points permanently and 2 more points temporary for a grand total of 6 points loss 

2. 7-10 Lose 3 sanity points permanently and 1 more point temporary for a grand total of 4 points loss

3. 11-15 lose 1 sanity points permanently and 3 more points temporary for a grand total of 4 points loss

4. 16-20 lose 1 sanity point permanently and 2 more points temporary for a grand total of 4 points loss

After attaching the arm and doing the wisdom saving throws regardless of the outcome the character who attached it has their strength score increased to a 20. If there ability score is already a 20 then they do not gain anything from the arm in this regard. 

Any successful melee weapon attack that the wieldier makes against a target deals an additional amount of damage. This accounts to 1d6 cold damage on the enemy.

As a bonus action the creature with the arm attached can make a grab attack against any creature. If the creature has a small size or smaller then they are automatically grabbed. Any other size of creature must make a DC 16 dexterity saving throw be be grabbed by the wielder. They will be able to attempt and escape on their next turn  with a DC 14 dexterity or strength saving throw. If they fail to escape before the creature who grabbed them's next turn then the creature can throw them dealing 2d4 damage onto the creature that they have thrown. 

Curse. This arm is cursed, and becoming attuned to it extends the curse to you. Whenever you enter combat, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. 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. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

 

 

Notes: Set: Strength Score, Damage: Melee Attacks, To attune to the arm, you must lop off your left arm at the elbow and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die., Damage, Buff, Debuff, Utility, Combat, Cursed, Handwear

Item Tags: Damage Buff Debuff Utility Combat Cursed Handwear

Scru__

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