Mother Pearl

Erelhei Cinlu   Shrine of the Kuo Toa   The party have been hired by the Kuo Toa to capture this magic item of great power back from the Drow   Blibdoolpoolp desires this item back   Allows
  • water breathing,
  • movement under water is normal,
  • bonus to AC +1,
  • charisma +1,
  • +1 constitution,
  • Fear spell 30 foot radius,
  • Intimidation skill +1
  • allows casting of darkness at will....
  • summon and control water elements 32HD worth summon options - 8 minor 4 HD 30 hp (+2 on con), 4 lesser 8 HD 68 HP (+3 con), 2 normal water elementals 12HD or 1 16HD (details below),
  • Can control sea animals such as fish, sharks, whales etc 500hp
The Dreamheart had great unknown power.[1] The Dreamheart used telepathy to send its wielder visions, sounds, and information.[4] Levitate[5] Light[6] Mass charm[7] Black flames that could reduce a being to cinders.[8] Spell resistance[7] Dominate monster[9]     but may have some negative effects   Insanity effects   roll long term madness, and any time the character is directly attacked, save vs Intelligence DC12 and go mad - short term - note a 1 always fails, including anytime summoning the water elementals   Great Water Elemental Large elemental, neutral Armor Class 15 (natural armour) Hit Points 168 (16d10 + 80) Speed 30 ft., swim 90 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 7 (-2) 12 (+1) 10 (+0) Skills Insight +4, Perception +4, Persuasion +3 Proficiency Bonus +3 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 14 Languages Common, Aquan, Elvish Challenge 8 (3,900 XP) Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack). Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding. Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. This effect ends if the elemental is incapacitated. REACTIONS Parry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon.

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