Asmuth's Arcane Transmutator, also known as the Omnitrix, was created to catalog, preserve, and understand the different species of the multiverse. It contains within itself the escense of 1,000,904 creatures, but for the time being, only 10 are available.
Crafted by the smartest being in five or six planes, the enigmatic wizard Asmuth. this intricate device resembles a small metallic black gauntlet adorned with arcane symbols and green glowing runes arranged on a central dial. When activated, the transmutator hums with latent magical energy.
Asmuth's Arcane Transmutator has 1d6+2 charges at the start of each day. While attuned to the transmutator, the user can use an action to spend one charge and transform into one of 10 different forms for up to 10 minutes. If the user hits 0 hit points while transformed, it reverts back to its original form, with any excess damage carrying over. While transformed, the user can use itheir action to spend another charge and transform into a different form, or return to their original form as a bonus action.
Every time the gauntlet is activated, the user must roll a d20. On a natural 1, the gauntlet malfunctions, and the user instead transforms into a random form.
The available transformations are the following:
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Armor Class 13
Hit Points 65
Speed 30 ft., fly 30 ft.
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Saving Throws CON +4, WIS +5, CHA +3
Damage Resistances Slashing
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Ignan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 10 cold damage.
Fire Aura. each creature that starts it's turn whithin 5 ft of the pyronite must make a dexterity saving throw. on a failed save it takes 2d6 fire damage, or half as much on a succesfull one
Innate Spellcasting. The pyronite innate spellcasting ability is wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:
at will: fire bolt, flame blade, create bonefire
3/day each: fire ball, wall of fire
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns
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Armor Class 14
Hit Points 65
Speed 40 ft.
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Skills Acrobatics +6, Perception +12
Senses Blindsight 120 ft, Passive Perception 22
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
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Keen Hearing and Smell. The vulpimancer has advantage on Wisdom (Perception) checks that rely on hearing or smell
Climbing. the vulpimancer has a climbing speed equal to its walking speed
Actions
Multiattack. The vulpimancer makes two attacks: one with its beak and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 3) slashing damage.
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Armor Class 18
Hit Points 120
Speed 30 ft.
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Saving Throws STR +6, CON +8
Damage Vulnerabilities Thunder
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Petrified, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Common Petrosapien; Crystalsapien
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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Crystal weapon. the Petrosapien can create a cristal replicla of any non magical weapon it has seen including shields
Actions
Multiattack. The petrosapien makes two weapon attacks.
Stab Slash or Crush. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3) or 1d10+3 if used one handed bludgeoning/piercing/slashing damage.
Crystal barrage. The Petrosapien launches sharp crystal shards in a 30 ft line. each creature must make a DC 15 dexterity saving taking 3d10 damage on a failed save or half as much on a succesful one
Armor Class 16
Hit Points 65
Speed 150 ft.
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Saving Throws DEX +8, INT +3, WIS +4
Skills Acrobatics +10, Athletics +6, Perception +3
Condition Immunities Exhaustion
Senses Passive Perception 13
Languages Common kineceleran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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Charge. If the Kineceleran moves at least 30 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 4 (1d6) for each 10 feet traveled up to a maximum of 7d6 piercing damage
Burst of speed. A Kineceleran can take the Dash or disengage action as a bonus action on each of its turns.
Actions
Claw Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 5) piercing damage
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Armor Class 13
Hit Points 10
Speed 20 ft., swim 20 ft., climb 20 ft.
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Saving Throws DEX +5, INT +12, WIS +5
Skills Arcana +20, History +20, Medicine +18, Stealth +5, Survival +18
Damage Resistances Psychic
Senses Darkvision 30 ft., Passive Perception 13
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
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Standing Leap. The galvans's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
frog climb. the galvan can climb walls and cealings as if it was walking normaly
genious. galvans have advantage in inteligence checks and saving throws
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Armor Class 13
Hit Points 100
Speed 40 ft.
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Saving Throws STR +9, CON +6
Skills Athletics +8, Perception +2
Senses Passive Perception 12
Languages Common, Giant Tetramand
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions
Multiattack. The tetramand makes four unnarmed attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 44 (1d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.
Thunder clap. the tetramand claps its hands with strengh. each creature within a 20 foot cube in front of him mus make a DC 15 constitution saving throw or take 4d6 thunder damage and be bushed back 10 feet. on a success the creature takes half damage and isn't pushed back
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Armor Class 14
Hit Points 50
Speed 25 ft., fly 50 ft.
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Saving Throws DEX +5, WIS +5
Skills Survival +0
Damage Resistances Acid
Damage Immunities Poison
Senses Tremorsense, Passive Perception 16
Languages Draconic lepidopterran
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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360 vision: the lepidopterran has advantage in perception checks involving sight and it cannot be surprised or flanked
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 15 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
sticky mucus. ranged attack. reach 60 ft. the lepidopterran throws a clump of mucus to a point within range, the area becomes covered in mucus, everything within a 15 ft radious sphere becomes dificult terrain. Each creature that starts its turn in the mucus or that enters it during its turn must make a Dexterity saving throw. on a failed save the creature is restrained. A restrained creature can use its action to make a Strength check against the mucus save DC ending its effect on a success
acidic mucus. ranged attack. reach 60 ft. the lepidopterran throws a ball acidic mucus from its eyes. each creature within a 15 ft radious sphere must make a DC 15 dexterity saving throw, taking 3d8 acid damage on a failed save or half as much on a succesful
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Armor Class 14
Hit Points 60
Speed 30 ft., swim 60 ft.
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Saving Throws CON +3, WIS +3
Skills Perception +5
Damage Resistances Cold
Senses Darkvision 120 ft., Passive Perception 15
Languages Common Piscis Vollan
Challenge 3 (700 XP)
Proficiency Bonus +2
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Blood Frenzy. The Piscis Vollan has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The Piscis Vollan can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Shark Telepathy. The Piscis Vollan can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The Piscis Vollan makes three melee attacks: one with its bite and two with its claws
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d12 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
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Armor Class 10
Hit Points 65
Speed 30 ft., climb 30 ft.
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Saving Throws DEX +5, CON +4, INT +7
Skills Arcana +12
Damage Vulnerabilities Lightning, Thunder
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Damage Immunities Slashing
Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Prone, Restrained
Senses Tremorsense 60 ft. , Passive Perception 8
Languages Common --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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Amorphous. The mechamorph can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The Mechamorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Upgrade!. The mechamorph can attach itself to a piece of equipment or armor.
while the mechamorph is attached to weapon, this weapon gains a +3 to all attack and damge rolls and deal an extra 1d6 lighning damage
while the mechamorph is attached to a piece of armor, the wearer gains a +3 to their AC. aditionaly if a creature hits the wearer with a melee attack it must make a DC 15 constitution saving throw. on a failed save the creature takes 1d10 lighning damage or half as much on a succesful one
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.
Laser. the mechamorph fires a consentrated energy laser from its eye to a creature whithin range. ranged attack: +7 to hit, reach 90 ft, one target. Hit:16 (4d6) lighning damage
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Armor Class 15
Hit Points 60
Speed 0 ft., fly 40 ft.
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Saving Throws DEX +5, WIS +3, CHA +5
Skills Intimidation +6
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 11
Languages Common comun, ectonurite
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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Ethereal Sight. The ectonurite can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ectonurite can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Ectoplasm beam. ranged Attack: +5 to hit, reach 60 ft., one target. Hit: 17 (3d6) necrotic damage.
Etherealness. The ectonurite enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. the ectonurite tears it's protective skin off for a turn. Each non-undead creature within 60 feet of the ectonurite that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 3) slashing damage.
invisibility. the ectonurite can turn invisible gaining the benefits of the "invisibility" spell. unce this ability is used it can not be used again until a short rest is completed
Notes: each dawn the Transmutator looses all it's remaining charges and gains 1d10+1 new ones , Utility, Combat, Shapechanging, Wristwear, Handwear
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Posted Jul 9, 2025Cool item but it becomes weak in late game when you have to fight stronger monsters as you level up.