Undead Fortitude (3-Day): Whenever the Crystalized Dried Zombie Amalgamation is reduced to 0 hit points it falls to 1 hit point instead, unless the damage dealt is radiant damage or from a critical hit.
Spellcasting Remnants: The Crystalized Dried Zombie Amalgamation is still able to cast several of the spells its former living parts could, it has the following spells it can cast with a spell attack bonus of +7 to hit, and a spell save DC of 15.
At will: Sacred Flame, Toll the Dead, Prestedigitation.
1st level (3 Slots): Healing Word, Thunderwave.
2nd level (2 Slots): Shatter.
Lost Adventurer Artifacts: The Crystalized Dried Zombie Amalgamation is made of old adventurers, it still wields their magical artifacts and armor in its misshapen dried up body.
Each of the following objects are wielded by the Crystalized Dried Zombie Amalgamation.
Prismatic Gem Staff (Weapon, Quarterstaff, Very Rare, Attunement)
A magical staff topped with a large gem of seven colours.
Requirements: This staff can only be properly wielded if you know how to cast spells or spell-like effects and are able to deal each one of the following damage types with them: fire, cold, lightning, acid, thunder, poison, and psychic damage.
While attuned to and wielding this weapon, you gain the following benefits.
Attacks made with this weapon have a +3 bonus to attack rolls.
Attacks made with this weapon deal 1d4 damage of each of the following damage types: fire, cold, lightning, acid, thunder, poison, and psychic damage instead of 1d6(1d8) bludgeoning damage.
Spells that deal two or more damage types deal an additional +1 damage of each of their damage types.
Whenever you take damage from a spell that deals two or more damage types, reduce the damage you take by 1 for each damage type.
You may use this staff as a spellcasting focus. Spells cast using this staff as a spellcasting focus have a +3 bonus to attack and damage rolls, and their spell save DC.
Wind Grace Mace (Weapon, Censer Mace, Very Rare, Attunement)
A weapon blessed by the winds, it is as light as a feather.
While attuned and wielding this weapon, you gain the following benefits.
Attacks made with this weapon have a +3 bonus to attack and damage rolls.
Attacks made with this weapon have a reach of 60ft.
Attacks made with this weapon deal an additional 1d10 thunder damage.
Wind Steps: While attuned to this weapon, you have a +10 movement speed.
Return: You may call upon this weapon if it is in the same plane of existance and has an unobstructed path towards you; it flies as fast as possible towards you, flying at a 120ft flying speed per turn until it reaches you.
Red Clay Lump (Heavy Armor, Tower Shield, Very Rare, Attunement)
A tower shield made of red smooth clay, still moist; it can hardly be called a shield as it is molded and reshaped with every hit it takes.
While attuned and wielding this shield, you gain the following benefits.
You have a -1 penalty to your AC.
You have resistance to bludgeoning, piercing, slashing, or thunder damage.
Whenever you wield this shield, your hands get clogged with wet clay; you cannot wield any other object properly unless you spend an action rinsing your hands in water or waiting for them to dry.
Clay Smash: This shield can be used as a weapon. If you use this shield as a weapon, you have the following benefits.
Attacks made with this weapon have a +3 bonus to attack and damage rolls.
Attacks made with this weapon deal 2d10 bludgeoning damage.
Clay Trap: Whenever you hit a creature that is médium or smaller with this shield, you may attempt to trap it within the wet clay. If you do so, it must succeed on a DC 16 Strength or Dexterity saving throw to avoid being stuck in the wet clay lump on a failure.
A creature restrained this way may attempt to break free at the start of its turn or as an action by succeeding on a DC 16 Strength saving throw.
You may have up to two creatures restrained in this way at any given time.
Whenever you make attack rolls with this weapon, creatures restrained on it take half of the damage dealt.
Crystal Shell: The Crystalized Dried Zombie Amalgamation has a shell of crystal that grew over them, this shell of crystal has 50 hit points, while this hit points are up the Crystalized Dried Zombie Amalgamation has the following additional features.
Magic Reflection: Whenever the Crystalized Dried Zombie Amalgamation is affected by a spell of 6th level or lower the caster must roll a d6, on a 4 or 5 the spell fails to affect the Crystalized Dried Zombie Amalgamation on a 6 the spell is reflected towards the caster, being recast targeting it or with it as the center of the spell area if possible.
Radiance Surge: Whenever the Crystalized Dried Zombie Amalgamation would take radiant damage it instead reflects that damage (this effect hapens before damage calculation ignoring effects that would ignore resistance or immunity to radiant damage), all creatures within 15ft of the Crystalized Dried Zombie Amalgamation must succeed in a DC 20 Constitution saving throw taking radiant damage equal to half of the damage that would have been dealt to the Crystalized Dried Zombie Amalgamation instead.
Reverbertating Crystal: Whenever the Crystalized Dried Zombie Amalgamation is affected by a sound based effect the effect is recast centered on it with in all directions with its range halved and only once per attack or effect.
The Crystalized Dried Zombie Amalgamation is not immune to these effects however.
Multiaction: The Crystalized Dried Zombie Amalgamation is composed of several zombified bodies pressed toguether, it has 5 actions on its turn with wich they can take any of its available actions or making any number of available attacks.
Wind Grace Mace (Once per turn): Melee Weapon Attack, +15 to hit, 60ft reach, one target, for 1d6+8 bludgeoning damage + 1d10 thunder damaeg
Prismatic Gem Staff (Once per turn): Melee Weapon Attack +15 to hit, 5ft reach, one target, for 1d4 damage of each of the following damage types: fire, cold, lightning, acid, thunder, poison, and psychic damage.
Dried Touch: Melee Weapon Attack +12 to hit, one target, all creatures within Crystalized Dried Zombie Amalgamation, for 3d6+8 bludgeoning damage.
A creature hit by this attack must succeed a Constitution saving throw DC 20 on a failure its Constitution score is reduced by -1, undead constructs and ethereal creatures that don’t rely on moisture to persist aren’t affected by this effect.
The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Description
Adventurers tasked with clearing the crystal geod on the mines of the southern dunes where met with the waves of the necrotic curse and in search of water to quench their necrotic thirst they piled on each other and on the Red Clay Lump magical item, with their core becoming this everwet shield of clay they where zombified and after many decades a thin crust of crystal grew over their dried up bodies.
Previous Versions
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