The Arm of Shak 'Tah is a staff made from the remains of the old woodland Fae God Shak 'Tah. With the gnarled hand sitting upon the tip of a branch this staff has elemental capabilities that most would only dream of being able to achieve. Shak 'Tah was an old god of the Fae that looked over the woodland areas of the planet. Any fool that would destroy plant life for any reason Shak 'Tah deemed unfit would be its foe. This is what caused the New Gods to partner with the Seely Court in order to imprison Shak 'Tah and its elemental siblings deeming them to be too fatal to the world. This magical item has the power of most elements as Shak 'Tah themselves sought such knowledge. But if fire is to be cast or imbued upon the staff bad things can happen to the wielder. As Shak 'Tah's only true enemy was fire itself.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff and releases the old God back into the world.
Venomous Warp- Use of 2 Charges. As a bonus action you can teleport up to 30 feet away to a space you can see. Upon teleporting to that space, you release a plume of faerie poison gas with a 15-foot radius. Creatures take 3d6 poison damage, are poisoned and confused with faerie poison on a failed save. On a save of a Con DC of 16 creatures take half damage and are immune to faerie poison for 24 hours.
Summon Elemental- Use of 4 Charges. As an action you can role a D4 to summon a random elemental. Fire is 1, Air is 2, Earth is 3, Water is 4. If a fire elemental is summoned this way it will target only the person wielding the Arm of Shak 'Tah.
Elemental Endowment- Use of 1 charge (can stack). As a bonus action, role a D6 to imbue the Arm of Shak 'Tah with an extra D4 elemental damage. Fire is 1, Poison is 2, Cold is 3, Force is 4, Necrosis is 5, Radiant is 6. If fire is rolled for the staff the wielder instead takes an extra D4 fire damage on their turn and when they take damage from another source for D6 rounds.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
- barkskin (2 charges)
- speak with animals (1 charge)
- speak with plants (3 charges)
- wall of thorns (6 charges).
- cloudkill (2 charges)
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Wizard, Sorcerer, Teleportation, Damage, Combat, Cursed
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