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Mutalist Cernos

MUTUALIST CERNOS

Weapon (shortbow), legendary (requires attunement) GP/XP: 4,000/750   The Mutualist Cernos is a Typhon-infested cernos bow, possessing a lower critical chance in exchange for a significant increase in status chance. The bow also releases toxin spores that follow arrow impacts, producing lingering damage clouds.   Arcane. You gain a +2 bonus to attack and damage rolls made with this bow, and it does 1d6 +2 piercing damage and 1d6 poison damage. As a shortbow you suffer no penalties using it in melee combat, and it has a range of 80/320 feet. Like all arcane weapons, it can be upgraded at the Manufactorum's auto-forge to increase its plusses. To increase it, you must sacrifice the gold (or equivalent robot/nanite parts) as below:
  • +3, 9,000 gp
  • +4, 16,000 gp
  • +5, 25,000 gp
  • Heavy Caliber. You may take a -5 penalty to hit but can do +10 damage (25,000 gp).
  • Firestorm. The radius of the Spore trait is increased to 20 feet (15,000 gp).
  • Cautious Shot. On a natural 1, the damage of the Spore trait is reduced by 50% (15,000 gp).
  • Typhon's Curse. The weapon does an additional 1d6 necrotic damage as tendrils of the infesting Typhon draws life out of the target. This is in addition to its base damage and heals you the same amount (9,000 gp).
  • Spore Modification. Instead of doing poison damage, you may change the effect of the Spore trait to any of the following, switching as a bonus action and saving throws are calculated normally:
    • Pacifying Spores (500 gp). The target must succeed on a CON saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Rapport Spores (100 gp). A 20-foot radius of spores extends from the arrow. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
    • Animating Spores (1,000 gp). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated again in this way.
    • Hallucination Spores (600 gp). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Other upgrades may also be possible.   Toxic. A creature that is hit by the cernos poison attack must make a CON saving throw with disadvantage or gain the poisoned condition until they receive healing magic or take a long rest. This virulent toxin also affects creatures immune to poison damage, but not creatures immune to the poison condition.   Spores. Once per short rest, you can cause spores to appear at your target location by doing 1d12 at +3, 2d12 at +4 and 3d12 at +5 poison damage in a 10-foot sphere. The Toxin trait is also applied to any creatures in the location of the spore. On a natural 1, you become the target of this attack.   Typhon Prison. The weapons AI keeps the infesting typhon in check, allowing the weapon to access the typhon's abilities without releasing it. A side effect of this security protocol is that the weapon only scores a critical hit after confirming the hit. For example, when you score a critical hit you roll a second d20 to confirm the hit; you confirm the hit by hitting the target's AC on the second roll.   Prison Break. If the bow is ever destroyed or losses power (depletes) 1d4+1 Mimic (Typhon Cacoplasmus) will be released and attack the attuned user.
Item type
Weapon, Ranged

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