Wondrous Item, artifact (requires attunement by a Manasa)
Once per day, you can use your action, bonus action, or reaction (outside of your turn) to summon Valryss, an ancient gold dragon, in combat in an unoccupied 25 ft x 25 ft space you can see 60 feet from you.
Valryss has an initiative order of 25. He remains in combat for a number of turns equal to your Wisdom modifier (minimum of 1). After he finishes his last turn, he returns into the amulet.
Additionally, once per day he can also be summoned outside of combat and do one of the following actions:
- Transport. Valryss can carry up to 12 medium sized creatures safely on his back and transport them 20 miles.
- Divine Counsel. Valryss channels his ancient wisdom and celestial insight to answer one complex question truthfully. The answer may be cryptic but will always provide valuable guidance.
- Cleansing Flame. Valryss breathes a harmless golden flame in a 30-foot radius, purifying all creatures and objects in its path. This flame dispels magic effects as if casting Dispel Magic at 5th level and destroys curses on creatures or items.
- Verdant Revival. Valryss breathes life into the land around him in a 100-foot radius, instantly restoring plants, purifying water, and making the land fertile for a year. This ability can reverse the effects of blight, desecration, or corruption.
- Dragon’s Sight. Valryss uses his keen senses to locate hidden objects, creatures, or pathways within a 1-mile radius. He can pinpoint the location of traps, secret doors, or concealed treasure, as well as creatures trying to remain hidden. This works like an advanced version of Locate Object and Locate Creature, but over a larger area.
- Ancient Cartographer. Valryss taps into his millennia of exploration and creates a detailed map of a region up to 10 miles wide. The map includes major landmarks, hidden dangers, and potential treasure locations.
- Burrowing Power. Valryss claws through solid stone or earth, creating a tunnel 10 feet wide and up to 300 feet long. The tunnel is stable unless the surrounding environment is exceptionally unstable (e.g., volcanic).
- Mystical Winds. With a powerful beat of his wings, Valryss clears an area of obstacles like fog, overgrowth, or debris within a 100-foot radius. This can be used to reveal hidden ruins, create a clearing in a dense forest, or even part bodies of water (as if casting Control Water).
- Dragon’s Refuge. Valryss creates a temporary lair within 30 feet. This safe haven includes a warm, protective environment, sheltering the party from harsh weather or magical effects for 8 hours. Creatures within the refuge gain temporary hit points equal to your Wisdom modifier.
- Draconic Sentinel. Valryss can remain behind as a physical guardian for up to 8 hours. While active, he guards a specific area or object and provides a mental link to the summoner, alerting them if danger approaches.
- Draconic Resonance. Valryss amplifies the party’s connection to magic. For the next 8 hours, the party’s spells and abilities reach an additional 30 feet, and spells with a duration of 1 minute or longer last twice as long.
- Molten Reshaping. Valryss heats or reshapes stone and metal in a 30-foot area, creating barriers, removing obstacles, or crafting tools. This works like a draconic version of Stone Shape or Heat Metal but on a larger scale.
- Purifying Rain. Valryss summons a gentle golden rain in a 1-mile radius. The rain cleanses pollution, neutralizes toxins in water or soil, and revives dying vegetation.
- Territorial Survey. Valryss circles the area within a 10-mile radius and provides a detailed report of nearby dangers, terrain features, or hidden settlements. This works like an enhanced Arcane Eye, but over a large scale.
Broken bond. Valryss is a lawful good creature. Acts that go against his beliefs can lead to the bond between the wearer of the amulet and him breaking.
Notes: Manasa
Comments