Hags' Horde from the Red Dungeon in Cumae: The Orbis | World Anvil

Hags' Horde from the Red Dungeon

Items requiring attunement:
  • Ring of Bat Swarm - Use of the power word gained at attunement as an action converts the user and all carried items into an explosion of bats: 1 swam of bats per size category (3 swarms for a medium creature). When used, the initial explosion of bats cause 2d4 piercing damage per swarm to enemies within 5' of the explosion, and thereafter each conforms to the stats for a swarm of bats in the MM. Each swarm can operate independently of the others, but they all act on the user's normal initiative. When all swarms have been reduced to 0 HP, the user reappears with the HP he or she had before the transformation, suffering any damage beyond what the bats can soak. After 10 minutes the user and all his or her gear reverts to normal form, with potentially dangerous consequences should the bats be flying at any significant height at the time (1d6 damage per 10' of fall after the first 10').
  • Marshflitter Hive - A tilted paper wasp nest perches on the user's left shoulder. It contains 1d6+1 marshflitters, 6" long mosquito-wasps that the user can cause to attack as a reaction to taking damage. Each one will drain 1hp from any creature whose space they occupy at the beginning of that creature's turn, and confer it back to the person attuned to the hive. Marshflitters each have 40' of movement, AC 23 and 5HP, and no other attack. They automatically fail any area of effect spell save. Any surviving marshflitters return to the hive at the end of combat. The hive regenerates 1d4 marshflitters per day to a max of 7.
  • Vampire Bone Tap - This looks like a maple syrup tree tap, but it is crafted from vampire bone and honed to a razor's edge. When used to make a successful melee attack, it deals 3d4 magical piercing damage, and restores 1/2 of that total as healing HP to the attuned user who sucks the blood through it. It does not confer hit points beyond the normal max. if unattuned, it does improvised weapon (1d4) damage and confers no healing.
  • Heart of the Ghost Wood - Druidic spell focus that confers a +2 bonus to spell attack and save DC, and adds 1d4 necrotic damage to all spell attacks cast while using it, for the attuned user.
  • Pangolin Bracers - Adds +2 to AC and 1d4 magical slashing to successful melee attacks by the attuned user while worn. Cannot be used in combination with a shield.
  • +2 Hatpin of Increasing Disease - adds +2 to melee attack rolls and does 1d4+2 piercing damage, plus a compounding disease effect of 1d4 necrotic on the first successful hit against a target, 2d4 necrotic on the next successful hit on that target, and so on up to 8d4 of necrotic damage per hit on the same target. One successful DC15 CON save is needed to avoid the poisoned condition thereafter. Note that immunity to disease confers immunity to the poisoned condition.
  • A Friend in the Dark - this curious Voodoo doll hanging from a rusty steel neck chain is made of blackened hemp and can occasionally be heard giggling childishly. It has two innate properties. 
  1. A Shaded Greeting: Once per day as a Bonus Action, the user can summon a shadow clone of itself. This clone possesses all stats and item effects of the summoner and acts freely on the summoners initiative with the following exceptions: It has half of the user's max HP, does 1/4 damage, can't cast spells or magical item effects, has no bonus action or reaction of its own, and can't talk. But it is ethereal, resists physical/magical damage that doesn't specifically target ethereal creatures, and is immune to Area of Effect spells. It can only be grappled/restrained/paralyzed from the ethereal plane or by creatures that can cast such an attack into the ethereal plane. It lasts for 10 minutes or until destroyed.
  2. Dervish Duet: At any time while the shadow clone is active, the attuned user can use a bonus action to exchange places with it. There is no range or usage limit, but the clone must exist first for this effect to be used.
  • Cloak of AoE Spell Shielding +3 - gain a +3 to saves against area of effect spells/effects while attuned to and wearing this cloak.
  • The Book with Teeth - Gives access to one additional spell of the highest level the reader can cast without using a slot, but inflicts 3d10 magical piercing bite damage every time the book is opened.
  Other Items:
  • Cartographer's Ant Farm - This intricate, multilevel, glass-paned ant farm comes with its own automated feeding system. The ants build their home in a mirror-image map of whatever location they are in. If left outdoors, it identifies points of interest and local landmarks as a reference.
  • Wethershome - A bundle of three narrow yard-long sticks tied with a cord and enchanted such that, if covered in branches or canvas, it can be entered and provides a warm, dry 20'x20' room with rustic furnishings that can't be removed or destroyed, and a self-tending fire for heat and cooking. The space can be sealed from the outside by use of a flap from the inside, preventing anyone else from entering or moving the sticks. Anything left behind when the staff is picked back up when the flap is open will appear under the bundle.
  • Bracelet of the World Walker - this bracelet made from various fabrics, spider silk, wool, cotton, etc prevents the wearer from being affected by difficult terrain, and gains advantage against grapple and restraining effects (but not paralysis or petrification).
  • Red Velvet Plush Inserts for Plate Armor Boots - grants feather fall to the wearer. Slows fall speed to 60' per round (10 feet per second) and eliminates fall damage for the first 600' of drop.
  • Silver Rose that smells like a real rose.
  • Fungus Bag - 1/per day, create 1d4 tiny fungal familiars that last 10 min or until destroyed. Familiars have AC10, 10HP each, and can take any action immediately after the user's turn. They have a 20' move, can make 1 attack each at +2 within 5' and do 1d4 poison damage. They have blindsight 30', are blind past that range, and cannot speak. They obey the attuned user's telepathic commands to the best of their limited abilities, being made of fungus.
  • Belt made of Dried Displacer Beast Tentacles - adds +1 to sleight of hand checks while being worn.
  • Small parcel of rice containing 6 x 600gp diamonds.
  As well as: Collections of small bones, colored rocks, ribbons, filthy honeycombs filled with blood, red candles, purple candles, candles that appear to be made from hair dipped in wax that smell as bad as one would expect when burned; hundreds of baby teeth, SO MANY JARS of pickles and frog parts and alchemical supplies, and a dozen mice dipped in hard red candy coating laid out on wax paper to dry; one has been bitten in half, and clearly has been pickled prior to dipping.    Bizarre and filthy metal implements of unwholesome aspect are also scattered all over the room, tucked into piles of garbage and under broken dishes and trash. Stained by use, unsanitary storage, or both, inspection suggests they are clamps, prybars, forceps and the like used to assist in profane ways with the birth of their spawn.

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