Red Dragon Eye Patch Comm Links Item in W.O.W. Apocalypse | World Anvil

Red Dragon Eye Patch Comm Links

  • Comm Link - 40 mi range, barring obstructions (mountains, etc. - like walkie-talkies).
  • Locate Other Comm Links - appx Direction
  • Eye Patch gives Auto-Adjust to Light Differences (can't be Blinded) - Darkvision - 60'
  Once Attuned:
  • Activate: Comprehend Languages and/or Tongues Spell - Each can be Activated for 1 hour/short rest
  • Connects with other RD Comms as long as on same Plane. Locate Other Comm Links - appx Direction and Distance.
  • Connects with radios, walkie-talkies, etc. (1 action to find frequency) - 40 mi range, barring obstructions (mountains, etc.)
  Roll D20 when Attuned and every time Activated. (On a 5 or less when Attuned and on a 1 when Activated) shatters eye & embeds into brain. Wearer must roll Con Save. If saves, permanently removes 10 HP, but permanently removes 1 point of Constitution if wearer Fails.
  • In return, permanently (as long as continues to wear) gives Alert Feat; can see in any environment (including Magical Darkness) and cannot be blinded; Light Auto Adjust/Darkvision feature = 120'
  • For Communication with other devices, operates as Telepathy (no need to speak aloud).
  • Activate: Mind Blank Spell LITE (Advantage on Saves - Not Immune) - Can be Activated for 1 minute/long rest
Item type
Magical
Current Holder
Raw materials & Components
Red Dragon Scales, Beholder Eye, Illithid Brain, Human technology, Goblin Magic (and other nefarious materials).

Malady

Medium Drow Faction Dracula , Any

Armor Class 12 (15 with Mage Armor)
Hit Points
Speed 30ft

STR
9 -1
DEX
14 +2
CON
10 0
INT
17 +3
WIS
13 +1
CHA
12 +1

Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Damage Vulnerabilities Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Condition Immunities Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Senses darkvision 120 ft., passive Perception 14
Languages English, Elvish, Undercommon
Challenge 14th Level


Description

Malady is the middle sister of Malveaux & Malicious.


Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:  

  • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
  • 1st level (4 slots): mage armor, magic missile, shield, witch bolt
  • 2nd level (3 slots): alter self, misty step, web
  • 3rd level (3 slots): fly, lightning bolt, Tongues
  • 4th level (3 slots): Evard's black tentacles, greater invisibility
  • 5th level (2 slots): cloudkill, Teleport Circle, Wall of Force, Synaptic Static
  • 6th level (1 slot): Contingency, Chain Lightning
  • 7th level (1 slot): Forcecage, Plane Shift
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Actions

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d 6) poison damage.   Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.


 

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