Artifacts
Weapons
Shesza, One Cut Killer
(requires attunement, Con and Wis must be at least 15)
Shesza is a +2 longsword that contains the poison of a guardian naga. While attuned to Shesza, you regain 10 hit points at the start of your turn. Shesza crits on a 19 or 20, and, if you critically hit a creature, it must succeed a DC 18 Constitution saving throw or take 6d10 poison damage or half on a success. If this reduces a creature to 0 hit points, it dies.
You may use an action to activate Shesza’s second ability. Your Strength and Dexterity both go up to 27 (+8) and you gain resistance to slashing, piercing, and bludgeoning damage. At the end of each of your turns, you take 2d10 poison damage. This effect lasts until you die.
Baelulon, Demon Whip
(requires attunement, Dex and Con must each be at least 13)
Made from the tail of a Shoosuva, this bony whip has a sharp barb at the end of it with deadly poison. Baelulon is a +2 whip that deals an extra 2d6 poison damage on hit. While attuned to Baelulon, a creature has resistance to poison damage and immunity to fire damage. Any creature damaged by Baelulon must make a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the creature is also paralyzed. The creature may remake the saving throw at the end of each of its turns, but with disadvantage.
Once a day, you may use an action to cause Baelulon to grow in length for a minute. During this time, you may attack any creature within 15 feet of you as normal, or within 30 feet of you with disadvantage.
Mazi, Sword Quartet
(requires attunement, Str, Con, and one other stat must be 17)
Infused with the essences of four genies, this collection of short swords has elemental properties. Each sword is a +2 short sword that deals an extra 2d8 fire, cold, lightning (air), or acid (earth) damage. You may use an action to cause the four swords to float around you. You gain +1 AC for each sword around you. You may attempt an attack of opportunity against any creature that walks away from you, even if they disengaged, without using a reaction for each sword around you. You may use an action to attack a creature within 60 feet with a sword of your choice. This causes you to lose its benefits of being around you. You may use a bonus action to call back the sword.
You may use an action to cast the wish spell using one of the swords. It loses all magical properties, become a normal shortsword.
Xandrad, Shadow Blade
(requires attunement, Con and Chr must be 17)
Made with the essence of an ancient gold shadow dragon, this longsword grants its user unique power. Xandrad may act as a Hex Blade patron to its wielder, even if it has not attuned with it. Xandrad deals necrotic damage instead of slashing. When attuned, the wielder gains advantage in Stealth Checks, resistance to necrotic damage, and darkvision up to 60 feet away if they do not already have it.
Once a week, you may connect yourself to Shadowfell. For 10 minutes, you may take the hide action as a bonus action, you gain resistance to all damage besides force, radiant, and psychic if you are in dim light or darkness, ANY damage you do does an addition 2d8 necrotic damage, and you gain a +3 bonus to attack and damage rolls with Xandrad.
Peizor, Weakening Blade
(requires attunement, Str and Con must be 15)
Infused with hundreds of Shadows, this +2 shortsword weakens those it damages. While attuned, the wielder gains advantage on Stealth checks, resistance to physical damage, and can Hide as a bonus action. When a creature takes damage from this weapon, its Strength score is reduced by 1d4-1.
Once a day, you may use an action to become infused with shadow for 1 minute. Once a turn, when a creature loses Strength, you gain the same amount of Strength, up to 30.
Kugo, Serpentine Bolt
(requires attunement, Str and Con must be 15)
This heavy crossbow uses the power of the hydra to give more power to its shots. Kugo acts as a Weapon of Warning. While attuned to Kugo, you regain 10 hit points at the start of each of your turns. For every 10% of your hit points missing, Kugo gains +1 to attack and to damage. If you are at 50% health or below, you may attack twice with Kugo per turn, instead of once, due to the loading property. If you are at 10% hit points or less, you may use an action to attack all creatures in a 5 foot by 100 foot line with Kugo.
Weilos, Blade of Unrest
(requires attunement, Dex and Chr must be 15)
This +1 rapier holds a wraith in its blade. While attuned to Weilos, you have resistance to nonmagical slashing, piercing, and bludgeoning damage. Whenever you deal damage to a creature with Weilos, it cannot regain hit points until the start of your next turn. Whenever you kill a humanoid with Weilos, it absorbs its soul.
Once per day, as an action, you may summon specters within 30 feet of you equal to the amount of souls in Weilos. You can give orders to them (no action required) and they will follow it to their best abilities. After an hour, any specters within 100 feet of you return as souls into Weilos. Weilos can only carry 20 souls at one time.
Wonderous Items
Titanius, Healing Crown
(requires attunement, Wis and Chr must each be at least 15)
This crown has the horn of a unicorn attached to a titanium base, with several gems decorating the sides. Titanius grants the user immunity to poison, the poisoned condition, disease, and the charmed condition. It also grants you advantage on Wisdom saving throws. Titanius has 36 charges. At dawn, it regains 4d8+4 charges. You may expend up to 10 charges to heal you or a creature you see within 30 feet of you 1d6+1 hit points for each charge spent. You may also expend 2 charges to give you or a creature within 60 feet of you that you can see +2 AC until the end of your next turn.
You may expend all your charges to fire a beam of light at an enemy within 120 feet of you. For each charge expended this way, the enemy takes 1d4+1 radiant damage or half if they succeed a Dexterity saving throw. After using this ability, the crown does not gain charges for a week
Rhazien, Grasping Rod
(requires attunement, Int and Wis must be at least 15)
This rod has four long tentacles at the tip that used to belong to a mind flayer. This rod may be used as an arcane focus which grants +1 to your spell save DC and spell attack bonus.
While attuned to Rhazien, you have resistance to psychic damage. You can use an action to make a melee weapon attack against a creature within 20 feet of you that you can see. On a hit, the creature takes 2d10 psychic damage. If the creature is medium or smaller, it is grappled (DC 10) and must succeed a Int saving throw or have its Intelligence score be reduced by 1d4.
Once per day, you may use an action to cause the rod to grasp your face, fusing with you. Your Intelligence becomes 1, and you may make four attacks using the rod as an action against creatures within 10 feet of you. For each Intelligence you drain, you gain equal amount Intelligence and twice as much hit points. When you are below 8 Intelligence, you attack the nearest creatures to you automatically. Once you reach 20 Intelligence, you unleash a psionic blast, dealing 8d8 psychic damage to creatures of your choice within 30 feet of you, as well as stunning them for 1 minute, unless they succeed a DC 18 Intelligence saving throw. A creature stunned can repeat the save at the end of each of its turns. After unleashing the psychic blast, Rhazien disconnects from you.
Iveirth, Mantle of Black Wings
(requires attunement, Con and Chr must each be at least 15) Created from the bones and scales of the Ancient Black Dragon Iveirth, this cloak grasps the user’s chest with a bone ribcage, with a pitch black scale cape. When attuned, the cloak grants +2 AC and immunity to acid damage and the frightened condition. You may use an action to cause the cape to turn into black wings, granting a fly speed of 60ft.
Once per week, you may use an action to cause the bone to grow over your entire body, forming into a dragon-like armor. You must make a DC 20 Constitution saving throw or immediately take 3d12 acid damage, which cannot be reduced in any way. While in this form, you have 22 AC, a fly speed of 80, and the ability to breath acid in a 90 foot line as an action. Any creature in the line must make a DC 20 Dexterity Saving throw or take 6d8 acid damage, or half on a successful save. This form lasts for 10 minutes, or until stopped with a bonus action, which can only be done after 1 minute. It also stops if you fall unconscious. Every minute, you must make a DC 10 Constitution throw. This DC goes up by 1 every minute and for each time you use your acid breath. If you fail the save, you immediately drop to 0 hp.
Evadine, Gloves of Stonemaking
(requires attunement, Con and Chr must be 15)
Made from a powerful Medusa, these scaly gloves have the power of petrification. While attuned, you gain + 1 AC, have immunity to poison, the poison condition, and petrification. As an action, you may force a creature you are grappling to succeed a DC 18 Constitution saving throw or be petrified.
Once per day, as an action, you can harden your skin to the point that it is like stone. You lose 10 ft of speed, but gain 4 AC, immunity to nonmagical slashing, piercing, and bludgeoning damage, advantage against saving throws against spell effects, and gain 4d10+10 temporary hit points. Once you lose the temporary hit points granted by this affect, your skin becomes normal and you lose all the benefits granted by it.
Thilod, Everchanging Mask
(requires attunement, Chr must be at least 15)
Soaked in doppleganger blood, this red mask grants it’s user shape changing abilities. While attuned to Thilod, you gain advantage on Deception and Insight checks. As an action, you may transform into a Small or Medium creature you have seen. Your statistics, other than size, is the same in each form.
As an action, you may cast detect thoughts with a save DC of 18.
Zudas, Shifting Belt
(requires attunement, Dex and Int must be 15)
This belt made of blink dog and threaded with phase spider silk has teleportation properties. You gain a climb speed of 20 and can climb on ceilings, and you gain advantage with Perception checks. You can use an action to teleport 40 feet. You can use an action to teleport from the Material Plane to the Ethereal Plane or vice versa.
Honas, Displacing Cloak
(requires attunement, Str and Dex must be 15) The hooded cloak is made with the hide of a displacer beast. While wearing Honas, attack rolls against you have disadvantage. In addition, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Once per day, you may create a clone of yourself that lasts for 10 minutes. It has the same statistics as you, but has a fourth of your health. Your clone may not cast spells.
Theliel, Helm of Control
(requires attunement, Int and Chr must be 15)
This helmet is made from an aboleth and has three eyes vertically climbing the top. Once per day while attuned to Theliel, you may target one creature you can see within 30 feet of you. It must succeed on a DC 18 Wisdom saving throw or be magically charmed by you until you die or until it is on a different plane of existence than you. The charmed target is under you control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw with disadvantage. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from you.
While wearing the helmet, you have advantage on checks made to remember information, resistance to acid damage, and +1 AC.
Once a week, you may use an action to cast Dominate Monster as a 9th level spell with a save DC of 18 targeting every creature within 30 feet of you. You take 4d12 psychic damage when you do this.
Lobo, Moonlight Belt
(requires attunement, Strength and Con must be 15)
This belt was made from the hide of a werewolf. While attuned to Lobo, you are immune to nonmagical slashing, piercing, and bludgeoning damage, as well as gain +2 to your AC.
Once per day, you may gain aspects of a wolf for an hour. Your speed becomes 40ft if it is not higher, gain a climb speed of 20ft, gain advantage on Perception checks, and your unarmed attacks deal 2d6+Str.
Razi, Regenerating Cube
(Constitution must be 20) This cube of meat is a condensed troll constantly dying and reviving. If fully consumed, you regain 20 hit points at the start of your turn, regrow any missing body parts after a minute, no longer need to eat, and have advantage on death saving throws. Razi can only be taken out of your body once you die.
Creatures
Osiel, Fiery Guardian
(requires attunement, Str and Con must be 15)
This adamantium golem is fueled by a fiery core made from Azers. To control Osiel, you must attune to special amulet. While attuned to Osiel's amulet, you may see through Osiel's eyes and cast spells from him.
Osiel
Large construct, unaligned
- Armor Class 22
- Hit Points 190 (20d10 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
- Damage Resistances Non-magical Slashing, Piecing, and Bludgeoning
- Damage Immunities Poison, Fire, Necrotic, and Psychic
- Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Poisoned
- Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
- Languages Understands commands given in any language but can't speak.
- Challenge 9
- Bound. Osiel is magically bound to an amulet. As long as Osiel and its amulet are on the same plane of existence, the amulet's wearer can telepathically call Osiel to travel to it, and Osiel knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
- Regeneration. Osiel regains 10 hit points at the start of its turn if it has at least 1 hit point.
- Spell Storing. A spellcaster who wears Osiel's amulet can cause the guardian to store spells. To do so, the wearer must cast the spell on Osiel. The spell has no effect but is stored within Osiel. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, Osiel casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast, it is lost from Osiel. You may store up to 25 levels of spells within Osiel, each with their own trigger.
- Internal Furnace. A creature that touches Osiel or hits it with a melee attack takes 1d6 fire damage.
Actions
Multiattack. Osiel makes two fist attacks.)
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 3 (1d6) fire damage
Reactions
Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Aegon, Ultimate Chimera
(Requires attunement, Str, Con, Int, and Chr must be 13)
Aegon has the tail, body, front legs, and head of a unicorn, back legs and head of a basilisk, head of an abominable yeti, and eye stalks of a beholder coming out of different part of its body. Aegon has a collar that allows its owner to control it. If the collar breaks, Aegon begins a rampage, destroying as much as it can.
Aegon
Large, Chaotic Evil
- Armor Class 17
- Hit Points 209 (22d10 + 88)
- Speed 50
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 12 (+1) 15 (+2) 15 (+2)
- Skills Perception +12
- Damage Immunities Poison, Cold
- Condition Immunities Charmed, Paralyzed, Poisoned
- Senses Darkvision 120 ft.
- Languages Yeti, Deep Speech, Undercommon, Celestial, Elvish, Sylvan, Telepathy 60 ft.
- Challenge 10
Magic Resistance. Has advantage on saving throws against spells and other magical effects.
Paralyzing Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
Actions
Multiattack. Aegon makes one bite attack, one horn attack or healing touch, one chilling gaze or cold breath, and two random eye beams.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) plus 7 (2d6) poison damage Horn Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 8 (1d8 +4) piercing damage.
Chilling Gaze Aegon targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, end ing the effect on itself on a success. If the target's saving throw is successful , or if the effect ends on it, the target is immune to Aegon's gaze for 1 hour.
Cold Breath (recharge 6). The yeti head exhales a 30-foot cone off rigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Healing Touch. The unicorn head touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Eye Beams. Use the beholder's eyebeam table as reference. (MM pg 28)