Before he took his name of Vecnagon, he was dropped onto the chopping block. The last living victim of these traitorous greed filled blood thirsty human and humanoid villagers. His eye had already been taken. And now they wanted the real prize. The "rabbit's lucky feet". His bloodied butcher was finishing sharpening his large blood covered cleaver. Every other butcher had already gone. They were the last two left in this butcher's barn. Soon to be just one. The butcher raised his hand high. The blade came down. So intense the pain it had brought him clarity instead of blindness. Gave him focus enough to spellcast the blade up and out of the butcher's hand. He immediately kicked the butcher with his remaining leg hard enough to daze him as the blade came down and sank deep into the butcher's shoulder. He kicked him again. Hard. Knocking him into a low hanging beam which in turn made the the butcher fall to the ground unconscious still grasping the freshly cut prize in his bloody hand. He took the nearby lamp and coals to cauterize his leg as quickly as he could. No one came running to the butcher's aid. The screams were normal by this point. Even so, he knew he did not have much time. Before dragging himself outside and away from this place, from the deepest part of his now darkened soul, his purest hate, he cursed his leg and eye. Snarl, spit, and all. That they be the opposite of luck for these false bearers in the most painful way possible. Similar to "if I can't have them, no one can."
Vecnagon's Unfavorable Foot appears as a mummified appendage with many tufts/patches of dried very dead looking hair. The hair is varied in shades of dark and darker grey with a few highlights here and there of almost white. It basically looks like a giant dead whole rabbit's foot cut above it's ankle. Remember harengon/rabbitfolk and the like actually walk on the toes of their hind legs and the base of their feet are elongated. Appearing to others as a leg connected to a backwards knee (which is actually their ankle).
Curse: Oooooo. Those that know of this item. Want it. Who wants good luck more than the selfish and greedy. That includes NPC's and PC's alike. Character's honestly noble in heart (lawful good doesn't mean they're "pure" of heart) or find old ugly things too grotesque to get near will be unaffected by this. Character's with child like mentality it's a give or take. 50/50 shot they will just ignore it. But those looking to gain... Power, advantage, wealth, simply more. They will be susceptible. (So if a PC has been having a rough time and their "will" is somewhat diminished for exmaple) DMs you know your players and what their PC's are supposed to be like, so who is up to you. A Wisdom saving throw at DC 18 must be made. If the NPC or PC has a Wisdom or Intelligence of 20, they have advantage on this save (something in the back of their heads is telling them NOOOOO). It's kind of like the draw that really really REALLY famous ring has. Then of course you have those PCs who will just take it. Use it. No dice rolls needed.
Curse: Diabolical Debacle. THE CURSE IS BASED ON THE NECROMANTIC SPELL CONTAGION Legacy Once this curse is under way there is no stopping it. On the third day after attuning with Vecnagon's Unfavorable Foot, you must make a Constitution save DC 18. If your Intelligence is below 20, you make this save with disadvantage. Success on the save means nothing happens. But now a constitution save must be made once every day/dawn until you fail the save. On a failed constitution save you suffer a terrible fate.
You suffer the effects of the spell Contagion (legacy). Over the next 8 days you will suffer much pain and anguish. At the end of the 8th day you die. If the foot is not attuned with someone in the next 3 days after your death it will vanish. It will reappear anywhere near to or within one of the countless Hollow on the Hills that exist. The effects of the Diabolical Debacle curse are cumulative. So by the 6th day, the user will have all 6 ailments simultaneously.
You will suffer as follows :
- Day one: Blinding Sickness. Pain grips your mind, and your eyes turn milky white. You have disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
- Day two: Filth Fever. A raging fever sweeps through your body. You have disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
- Day three: Flesh Rot. Your flesh decays. You have disadvantage on Charisma checks and vulnerability to all damage.
- Day four: Mindfire. Your mind becomes feverish. You have disadvantage on Intelligence checks and Intelligence saving throws, and you behave as if under the effects of the confusion spell during combat.
- Day five: Seizure. You are overcome with shaking. You have disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
- Day six: Slimy Doom. You begin to bleed uncontrollably. You have disadvantage on Constitution checks and Constitution saving throws. In addition, whenever you take damage, you are stunned until the end of its next turn.
- Day eight: Death. Straight forward. No?
No. This curse does not turn it's victim into an undead. Under no circumstance. At all. Except for Vecnagon himself, this curse was made to make any and all humanoids who would dare use his foot suffer and die. Period. No "cure," "protection," or "remove" spell will end this curse. The only way to end this curse is that you physically remove Vecnagon's Unfavorable Foot from your own leg. Vecnagon's Unfavorable Foot will not leave without a fight. Every strand of it's muscles and nerve endings will attempt to hold it in place. It will have to be torn off. Yes the leg can be torn off; but only by it's user. And yes, it is a painful endeavor. Despite your weakened state, you still have a chance to remove it. You make a Wisdom save with a DC of 18. You can attempt to cut off the leg, but it is an extremely dangerous venture. Especially if you fail at doing so. It very well may cost your life even after a successful removal. Cutting the leg 'wrong' so the bone marrow falls out, to getting different severe infections (high probability of infections). In addition you would have to cut above where the two body parts meet (losing more of your leg). So tearing it off is the better option. Well at least out of the options you have.
If the removal attempt is successful the curse ends immediately and Vecnagon's Unfavorable Foot also immediately vanishes. If the attempt is failed the user may continue to make other attempts. It's up to the DM to decide if the user needs a long or short rest between attempts. Also how horribly scarred the leg/stump can be determined by how many attempts are made. Remember there is ALWAYS horrible scarring to leg. How horribly is up to the DM. For example scarring at just the stump compared to scarring traveling from the stump up higher on the leg. It will take 1d3 days for you to completely overcome the effects of the illnesses suffered.
Curse: What wuz dat. No one knows of the curse on this item. It is generally believed that this is a powerful luck charm. That it brings benefits to it's user. In addition no one who has dealt with this item, and not died, remembers the curse of this item. The same occurs to those brought back from the dead. The memory of it fades with their "healing." They remember having it. Using it. Then remembering someone stole it from them. Maybe something about a meat cleaver. That's it. There are no details to this memory.
Now that all the good stuff has been covered:
- Your alignment changes to Neutral Evil
- Your Dexterity score now becomes 20, unless it's already 20 or higher.
- You can use an action to gain Freedom of Movement. This action can only be used once per day.
- The foot has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Jump (1 charge) , Expeditious Retreat (2 charges), Longstrider (3 charges), Spider Climb (3 charges), Misty Step (4 charges), Circle of Death (self, somatic is a stomping of THE foot on the ground) (5 charges)
- Except for Freedom of Movement, all spells are RANGE/AREA : Self. You are unaffected by the effects of Circle of Death.
Properties of the Eye and Foot. If you are attuned to both the foot and eye, you gain the following additional benefits:
- You are immune to poison and paralysis.
- Using the eye's Foresight never causes you to suffer exhaustion.
- Your senses are heightened and unless you are incapacitated, you can't be surprised.
- If you start your turn with at least 1 hit point, you regain 1d8 hit points.
- If Vecnagon is the creature attuned to the eye and foot, Circle of Death now costs 3 charges. The somatic of Stomping the 'foot' is still required. Hey it looks/sounds cool.
- Each time you cast a spell using the eye and/or foot, they cast the Suggestion spell on you (save DC 18), demanding that you commit an evil act. They might have a specific act in mind or leave it up to you. The specific act will be decided by the DM.
- If Vecnagon is the creature attuned to the Eye and Foot there is no Suggestion spell cast upon him. As he is already planning or committing an evil act.
- If you are surrounded by humanoid enemies, you may use an action to cast the spell A Plethora of Poultry. 3rd Level 1 Action 30 Feet 1 Hour Conjuration Summoning. The immediate area begins to rumble and bursting forth from the ground in a spray of feathers, and whatever else is on the ground, a multitude of Vecnagon's Flock of Zombie Chickens surround you. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. All normal rules for Vecnagon's Flock of Zombie Chickens apply.
- If Vecnagon is the creature casting A Plethora of Poultry, it costs no action to cast.
- You can use an action to cast Wish. This ability can't be used again until 38 days have passed.
Destroying the Foot. Any attempt to destroy the foot seems to work, but the artifact actually reappears in or nearby (within a mile) one of Vecnagon's many Hollow on the Hills, where it waits to be rediscovered.
Notes: A FOOT for a FOOT. There is always a price to paid. Vecnagon's Unfavorable Foot must ALWAYS be connected to the left leg. If this new bearer has no left foot or has only a partial or no left leg, he/she/it must remove their right foot/leg. If the creature has no left leg at all, Vecnagon's Unfavorable Foot will be this creatures new left leg. Attached at the hip. The right leg will be cut so that its new stump stands even with the toes of Vecnagon's Unfavorable Foot. The flesh and muscles where the 'foot' would be attached appear as torn or loose strands hanging down/over or flowing like a very ripped torn flag in a light breeze. When the 'foot' would be attached to a creatures leg, these loose strands spring to life reaching out and pull the 'foot' towards the newly opened wound with an unexpected strength and speed. Like a starving animal jealously pulling itself toward it's new meal. The sound of shlipping, shlupping, scratching and slurping of the muscles, nerves, and bone pulling themselves into place is quite audible. And painful. It only lasts about a minute or so. It does not change size to fit it's new home, but it will attach itself and be as if it was always there, working normally. By that same note, the creature wishing to attune to Vecnagon's Unfavorable Foot seems to "know" where to cut on his/her/it's leg (right and left) so that the new leg is "level" ( so he/she/it doesn't stand up unevenly or lopsided). The foot does not change it's appearance after being attached. It simply appears not as dead. It was a dried husk of a leg and now it's a mummified leg with blood flowing within it. Even if it's a dark icorish blood. The leg will remain inert for anyone who has no legs to trade., Foot for a Foot, Teleportation, Buff, Movement, Cursed, Footwear, fabled
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