Anime & Adventure: Death Note
Shinigami
Shinigami are mysterious, extraplanar creatures deeply tied to death. Their exact origins are a mystery, even to them, but they are drawn to the Material Plane by curiousity about humanoids. Shinigami take many forms, but most appear as ghastly humanoids with pale skin and harsh features.
Deadly Notetakers. Shinigami are the original possessors of death notes, books that allow them to control the final fates of mortals. A shinigami can determine the time and place of a mortal's death simply by writing it in a death note, and by doing so, the shinigami gains the mortal's remaining lifespan.
Some shinigami pass death notes along to humanoids for their own amusement.
Perplexing Predators. Shinigami view their relationship with mortals as simple coexistence. Mortals must die eventually, and shinigami need that death to survive, just as mortals must eat to sustain themselves.
Shinigami have theoretically infinite lifespans and constantly seek something to fill this time. They busy themselves with mortal hobbies, and some have even been known to befriend mortals.
Shinigami are difficult to intimidate or incite to violence and generally avoid direct fights.
Deathly Nature. A shinigami doesn't require air, food, drink, or sleep.
Death Note
Wondrous item, legendary (requires attunement)
A death note may appear as a scroll, a simple sheet of parchment, or a notebook. To the naked eye, it is a perfectly normal bit of stationary.
While attuned to the death note, you can use an action to write the true name of a creature on a page of the death note, forcing the creature to make a DC 14 Constitution saving throw. On a failed save, the creature takes 300 points of necrotic damage, and if this kills the creature, you gain 3d8 temporary hit points and your Constitution increases by 1, to a maximum of 20.
If the creature succeeds on its save, you take two levels of exhaustion and your Constitution decreases by 1. Nothing happens if you do not write the creatures true name, do not know the creatures true face, or do not write its name with the intent of killing it. The death note has no effect on undead.
Additionally, while attuned to the death note, you have truesight out to 60 feet.
The death note has 1d12 charges. Once all its charges are expended, the death note disappears. Changes to Constitution caused by its use remain but truesight ends.
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Shinigami
Medium abberation
- Armor Class 13 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
- Skills Perception +5
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities necrotic
- Condition Immunities charmed, frightened
- Senses truesight 120 ft., passive Perception 15
- Languages Deep Speech, Common
- Challenge 5 (1,800 XP)
Innate Spellcasting. The shinigami's spellcasting ability is Wisdom (spell save DC 13). The shinigami can innately cast the following spells, requiring no material components.
At will: darkness, invsibility
1/day: scrying
Incorporeal Movement. The shinigami can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The shinigami has advantage on saving throws against spells and other magical effects.
Magic Weapons. The shinigami's weapon attacks are magical.
Actions
Necrotic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) necrotic damage. The target must make a DC 13 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken, and the shinigami regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Teleport (1/Day). The shinigami magically teleports itself, along with any equipment it is wearing or carrying, to a location it is familiar with within 1 mile.
Anime & Adventure: One Piece
Devil Fruit
Wondrous item, rarity by fruit
A devil fruit is a fruit about the size of an apple. By eating the fruit, you will gain the effects granted by it for 24 hours. Additionally, if you eat a piece of the fruit every day for 7 days, the effects become permanent.
While under the effects of a devil fruit your movement speed in water becomes zero and you cannot breathe under water.
Dark Fruit (Legendary). A black fruit that stains the lips purple and has a bitter taste, it grows on a short tree that thrives in dark, shady environments and blossoms in the night. By eating the fruit, you gain the following properties:
- You are immune to necrotic damage.
- Your melee attacks deal necrotic damage. When you make a melee attack, add 2d6 necrotic damage.
- You have darkvision out to 120 ft.
- You have advantage on Dexterity (Stealth) checks made in the shadows or in dark areas.
- You move with ease through the shadows. As an action, you can teleport to an area of shadow that you can see within 60 feet of you.
- Once per day, you can create a 30-foot sphere of magical darkness centered on you. Inside the sphere, spells cannot be cast, and summoned creatures disappear. Targeted spells such as magic missile and charm person have no effect on creatures inside the sphere. A slot expended to cast a spell is still consumed. Time spent suppressed by this effect still counts against the duration of ongoing magical effects. The sphere lasts for 1 minute or until you die.
Doppelganger Fruit (Rare). This fruit grows in gloomy conditions on vines that grow alongside other fruiting plants. It looks and tastes like the fruits it grows alongside. If you eat the fruit, you can use an action to polymorph into an identical copy of a creature of your size or smaller that you have seen and touched. You retain your alignment, hit points, Hit Dice, ability to speak, languages known, class features, proficiencies, and Intelligence, Wisdom, and Charisma scores as well as the ability to polymorph as an action. Otherwise, you take on the statistics and capabilities of the new form.
You can use an action to polymorph back into your true form. Otherwise, you will change back into your true form when you die or when the effects of the doppelganger fruit end.
Empowerment Fruit (Very Rare). A dark red fruit with a strong savory flavor, it grows on vines in very fertile soil. If a creature eats the fruit, their Strength and Constitution scores increase by 2 up to a maximum of 20 for 1 minute if they take 15 or more points of damage from a single attack.
Fire Fruit (Legendary). Bright red with a spicy flavor, this fruit grows in warm climates from trees that produce a stinging sap. By eating the fruit, you gain the following properties:
- You are immune to fire damage.
- Your melee attacks deal fire damage. When you make a melee attack, add 2d6 fire damage.
- You can breathe fire. As an action, you exhale fire in 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, they take 4d6 fire damage or half as much damage on successful saving throw. You cannot use this action again until you complete a short or long rest.
- You exude an aura of heat during combat. When a creature ends their turn within 5 feet of you, they must make a DC 14 Constitution saving throw. On a failed saving throw, the creature takes 1 level of exhaustion. If the creature succeeds their saving throw, they are not affected by this aura for 24 hours.
Ice Fruit (Legendary). A pale blue fruit with a minty flavor, it grows from a low shrub in snowy environments. By eating the fruit, you gain the following properties:
- You are immune to cold damage.
- Your melee attacks deal cold damage. When you make a melee attack, add 2d6 cold damage.
- You can breathe frost. As an action, you exhale cold air in a 15-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, they take 4d6 cold damage or half as much damage on a successful saving throw. You cannot use this action again until you complete a short or long rest.
- You exude an aura of freezing cold during combat. Creatures that begin their turn within 15 feet of you have their speed halved until the start of their next turn.
Invisibility Fruit (Rare). Almost completely transparent with a light citrus taste, this fruit grows from a white-barked tree with drooping limbs in environments that see a lot of rain. By eating the fruit, you gain the following properties:
- You can become invisible as a bonus action. This lasts for one hour or until you use a bonus action to become visible. You cannot use this ability again until you take a short or long rest.
- You can us an action to make up to 3 creatures or objects that you can touch that are Large or smaller invisible for one hour or until you die or use an action to make them visible. You cannot use this ability again until you take a long rest.
Light Fruit (Legendary). A shiny white fruit with a very light, crisp flesh and a faint tartness, it grows in the top branches of tall, equatorial trees. By eating the fruit, you gain the following properties:
- You are immune to radiant damage.
- Your melee attacks deal radiant damage. When you make a melee attack, add 2d6 radiant damage.
- You have truesight out to 120 ft.
- You have advantage on Wisdom (Perception) checks made in bright light.
- You are one with the light. As an action, you can teleport to an area of bright or dim light that you can see within 60 feet of you.
- Once per day, you can create a 30-foot sphere of light centered on you. Undead that can see you that are within 10 feet of the sphere must make a DC 16 Wisdom saving throw. If the creature fails its saving throw it is turned frightened of you for 1 minute. The sphere lasts for 1 minute or until you die.
Lightning Fruit (Legendary). A yellow fruit that tastes of banana and slightly numbs the mouth, it grows from vines that grow near water in arid climates. By eating the fruit, you gain the following properties:
- You are immune to lightning damage.
- Your melee attacks deal lightning damage. When you make a melee attack, add 2d6 lightning damage.
- You can breathe lightning. As an action, you exhale lightning in a 5-foot wide, 15-foot long straight line. Creatures in this line must make a DC 18 Dexterity saving throw. On a failed save, they take 4d6 lightning damage or half as much damage on a successful saving throw. You cannot use this action again until you complete a short or long rest.
- You exude a magnetic aura during combat. When a creature ends their turn within 15 feet of you, they must make a DC 14 Strength saving throw. On a failed saving throw, the creature is drawn 5 feet in your direction.
Reanimation Fruit (Very Rare). A bitter fruit with a thick gray rind and white flesh, it grows on bone white trees in graveyards or near battlegrounds. You die within 1 minute of eating the fruit and immediately reanimate. When you reanimate, you have the following properties:
- You are immune to necrotic and poison damage.
- You are undead.
- You do not require air, food, drink, or sleep.
You will die 1 hour after the effects of the reanimation fruit end unless you have already been returned to life by a spell such as true resurrection or you have consumed another reanimation fruit during that hour.
Rubber Fruit (Very Rare). A chewy fruit with a chalky flavor, it grows on drooping vines in humid environments. By eating the fruit, you gain the following properties:
- Your Dexterity score increases by 2.
- You have advantage on Dexterity saving throws.
- You have proficiency with the Acrobatics skill.
- You are immune to bludgeoning damage from non-magical weapons and to lightning damage.
- You are resistant to piercing and slashing damage from non-magical weapons.
- Your jump distance is tripled.
Sword and Shield Fruit (Rare.) A gray fruit with a tough skin and the taste of iron, it grows in high mountains on trees with bark as hard as steel. By eating the fruit, you gain the following properties:
- Your AC increases by 2.
- As a bonus action, you can transform one hand into a melee weapon of your choice or back into a hand. If you are proficient with unarmed strikes, you are proficient with this weapon.
Created by ChaseTriesAgain
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Anime & Adventure: Inuyasha
Beads of Subjugation
Wondrous item, rare
These simple black beads are dangerous to wear. When a creature puts this necklace on, they must make a DC 15 Wisdom saving throw. On a failed save, they cannot remove the necklace except by the power of the remove curse spell or similar magic.
The wearer of this necklace is bound to follow the first simple command they hear as if under the effects of the command spell. That command can be repeated at any time as a bonus action and the wearer will be compelled to follow it so long as the necklace is on them. Each time the command is used, the wearer can repeat the saving throw. On a successful save, the necklace breaks and disappears.
Hiraikotsu
Weapon (giant boomerang), rare
A boomerang carved from the bone of a giant monster, hiraikotsu is a fabled weapon among those who hunt fiends. You gain a +1 to attack and damage rolls made with this magic weapon.
When you hit a fiend with this weapon, the fiend takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, "fiend" refers to any creature with the fiend type.
Boomerangs
Boomerangs are new weapons that rely on a new property. There are two types of boomerangs.
Standard boomerangs are simple ranged weapons that cost 1 gp, deal 1d6 bludgeoning damage, weigh 2 pounds, and have the finesse, thrown, and returning properties. Their range is 20/60.
Giant boomerangs are martial melee weapons that cost 20 gp, deal 1d10 bludgeoning damage, weigh 50 pounds, and have the heavy, thrown, and returning properties. Their range is 20/60
Returning. Weapons with the returning property will return the wielder's hand when thrown. If you are not proficient with the weapon, you must make a DC 15 Dexterity saving throw to catch the weapon when it returns.
Robe of the Fire-Rat
Wondrous item, rare
This bright red robe is crafted from the wool of a fireproof beast. While wearing this robe, you are immune to acid and fire damage and can travel in extremely hot environments such as volcanos and some deserts without concern for the elements.
Additionally, you are resistant to bludgeoning, piercing, and slashing from nonmagical attacks.
Tensaiga
Weapon (greatsword), artifact (requires attunement)
Forged by a fey blacksmith commissioned by an archfiend seeking redemption, Tensaiga and its twin Tessaiga were intended to pass down to the archfiend's tiefling children should he perish in his efforts to seize control of the underworld and bring justice to the demons and devils that populate it.
Tensaiga was crafted to be a healing sword, protecting the weak and even raising the dead. It was not meant for killing and will resist a vicious wielder.
Magic Weapon. Tensaiga is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit a fiend or undead with it, that creature takes an extra 4d6 slashing damage
Protector of the Innocent. If its wielder attacks a humanoid with this sword, the wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage and is immune to this effect for 24 hours. On a failed save, the wielder is dominated by the sword as if by the dominate monster spell, and the sword forces the wielder to yield and teleport away.
Guardian Sword. When you are attuned to this sword and it is in your possession, Tensaiga gives a +4 bonus to your Armor Class when you drop to 10 or fewer hit points.
Tensaiga's Eyes. While attuned to the sword, you have truesight out to 60 feet and darkvision out to 120 feet.
Limited Resurrection. As an action, Tensaiga can be used to revive a dead creature as if by the revivify spell without the use of material components. A creature revived by Tensaiga can only be resurrected in this way once, after which the sword's limited resurrection will have no effect on them.
Spells. While Tensaiga is on your person, you can use an action to cast one of the following spells from it: etherealness, greater restoration, hallow, heal, or teleport. ONce you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
Sentience. Tensaiga is a sentient weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Celestial, Common, Infernal, and Sylvan.
Personality. Tensaiga's primary interest is the protection of the innocent, and it will encourage its wielder to take whatever actions necessary to fulfill that goal.
Tensaiga will look for opportunities to separate itself from an unjust master. This may include encouraging its master to take on life threatening challenges.
Destroying Tensaiga. The sword may be destroyed by its twin, by being thrown into a volcano, or by means of the wish spell. The sword may also be unmade by the archfey that forged it.
Tessaiga
Weapon (greatsword), artifact (requires attunement)
Created alongside its twin blade Tensaiga, Tessaiga was smithed in a fey forge to the specifications of an archfiend seeking redemption. The blades were meant as gifts for the archfiend's tiefling children in the event that he perished in his efforts to bring an end to the wickedness of the underworld.
Tessaiga was forged to be a devastating weapon, bringing death and destruction to fiends and undead alike. It will not suffer the touch of evil hands. The blade appears as rusty, dull, and chipped until a wielder that meets Tessaiga's approval attunes to it.
Magic Weapon. Tensaiga is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit a fiend or undead with it, that creature takes an extra 6d6 slashing damage.
Burning Hatred. Fey, fiends, and undead that touch the sword must make a DC 18 Constitution saving throw. On a successful save, the creature takes 6d12 radiant damage. On a failed save, the creature takes 12d12 radiant damage and is paralyzed for 1 hour.
Magical Shielding. When you are attuned to Tessaiga and in possession of the sword and its scabbard, you have advantage on saving throws against spells and magical effects.
Wind Scar. In addition to the normal reach and damage of a greatsword, Tessaiga can make ranged attacks against multiple opponents. By swinging the sword, you unleash a violent wave of wind in a 15-foot cone. Creatures inside the cone must make a DC 16 Dexterity saving throw. Roll damage as you normally would for Tessaiga. On a failed save, targets take force damage equal to your roll. On a successful save, targets take half as much damage.
Ability Absorption. When a creature with a Challenge Rating of 5 or higher is defeated with Tessaiga, the blade gains a power based on the creature's type. Tessaiga can only have one such power at a time. If more than one power is applicable, you choose the power it takes on. The power lasts for 24 hours after the creature is defeated.
- Aberration The wielder is immune to psychic damage as well as to being charmed or frightened.
- Celestial Tessaiga's attacks deal an additional 2d6 radiant damage and fiends and undead that can see the blade must make a DC 15 Wisdom saving throw or be frightened for 1 minute.
- Construct Tessaiga's wielder gains a +4 bonus to Armor Class and is immune to any spell or effect that would alter its form.
- Dragon Tessaiga's wielder can use a dragon's breath weapon attack as described in the dragon's statblock.
- Elemental The ability granted by defeating an elemental depends on its element. An air elemental gives Tessaiga's wielder a fly speed of 30 ft. An earth elemental grants Tessaiga's wielder a +4 bonus to Armor Class. A fire elemental gives Tessaiga's attacks an additional 2d6 fire damage. A water elemental gives Tessaiga's wielder a swim speed of 30 ft. and the ability to breath water.
- Fiend Tessaiga's wielder has advantage on Dexterity (Stealth) checks. Additionally, they gain darkvision out to 60 ft., and magical darkness does not impede their darkvision.
- Giant Tessaiga's wielder gains a +4 bonus to their Strength score, up to a maximum of 24. Tessaiga's melee reach increases by 10 ft.
- Monstrosity Tessaiga's wielder becomes immune to a damage type of your choice.
- Ooze Tessaiga's wielder can use an action to become amorphous for 1 minute. The wielder and all items they are wearing or carrying become amorphous, allowing them to move through a space as narrow as 1 inch wide without squeezing.
- Plant Tessaiga's wielder can use an action to sprout vines from the sword's hilt, targeting a creature within 5 feet. The target must make a DC 18 Strength saving throw. On a failed save, the target is grappled by vines. The grapple ends when the target succeeds on the saving throw at the end of their turn, Tessaiga's wielder moves 10 or more feet away from the target, or Tessaiga's wielder uses a bonus action to end the grapple.
- Undead Tessaiga's attacks deal an additional 2d6 necrotic damage, and Tessaiga's wielder does not need air, food, drink, or sleep.
Sentience. Tessaiga is a sentient weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Celestial, Common, Infernal, and Sylvan.
Personality. Tessaiga was crafted to bring ruin to fiends and undead. Its mind is bent toward this goal at the expense of all else.
Destroying Tessaiga. The sword cannot be destroyed so long as the creature it is attuned to lives except by the power of a wish spell. Should its wielder die, it can be destroyed by its twin or unmade by the archfey that crafted it.
Random Properties
These artifacts do not typically have random properties as they are meant to be very specific weapons. I am simply not a fan of giving random properties to such powerful weapons. While it may make each iteration of the weapon in different campaigns more unique, it can also detract from the theme and story of the weapon.
However, random properties can be added at the DM's discretion. I would suggest the following adjustments:
Tensaiga gains 1 major beneficial properties and 2 minor detrimental properties.
Tessaiga gains 1 major beneficial property, 1 major detrimental property, and 1 minor detrimental property.
Nekomata
Deceptively fierce combatants, nekomata are fey cats that transform between an adorable kitten and a beautiful, saber-toothed battle cat. As a kitten, they can be spotted by their forked tails. As a battle cat, the unquenchable flames alongside each of their paws gives them away.
Mountain Cats. Nekomata are said to dwell in high mountain valleys, sleeping caves during the day and leaping from precipice to precipice by night. They are deadly predators but will not attack humanoids unless starving or endangered.
Distrusted Guardians. Many cultures distrust nekomata, believing them to be deadly tricksters, waiting for the right time to attack. In reality, they keep guard over nature, only attacking when their domain is imperiled by human activity.
Curious Companions. Nekomata are quite curious about humanoids. Sometimes, they take a liking to adventurers and will follow them on their journeys. A befriended nekomata may choose to live alongside the descendants of its humanoid companions for generations so long as it is treated well.
Ascendant Pets. Rarely, a long-lived and loyal household cat may become a nekomata. Such a gift may be bestowed by an archfey or deity that deems the cat worthy.
Nekomata Kitten
Tiny fey (shapechanger)
- Armor Class 13
- Hit Points 60 (8d10 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 7 (-2) 12 (+1) 14 (+2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Senses darkvision 60 ft., passive Perception
- Languages —
- Challenge 3 (700 XP)
Shapechanger. The nekomata can use its action to polymorph into its battle cat form or back into its kitten form. Any equipment it is wearing or carrying isn't transformed. Creatures within 5 feet of the nekomata take 2 (1d4) fire damage when it polymorphs.
Keen Hearing and Smell. The nekomata has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Nekomata Battle Cat
Large fey (shapechanger)
- Armor Class 15
- Hit Points 60 (8d10 + 16)
- Speed 40 ft., fly 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 14 (+2) 7 (-2) 12 (+1) 14 (+2)
- Saving Throws Str +5, Dex +7, Con +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Senses darkvision 60 ft., passive Perception
- Languages —
- Challenge 3 (700 XP)
Shapechanger. The nekomata can use its action to polymorph into its kitten form or back into its battle cat form. Any equipment it is wearing or carrying isn't transformed. Creatures within 5 feet of the nekomata take 2 (1d4) fire damage when it polymorphs.
Keen Hearing and Smell. The nekomata has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lunge. When the nekomata moves 15 or more feet before hitting a target with its bite, the target must make a DC 13 Strength saving throw or be knocked prone.
Actions
Multiattack. The nekomata makes two attacks with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) fire damage.
No True Form
Unlike many shapechangers,nekomata have no true form. Both their kitten and battle cat forms are equally "true."
Spells and effects that would normally reveal a shapechangers true form or force it to take on that form have no effect on most nekomata.
However, this is not true for nekomata that were once normal cats. Spells and effects that reveal a shapechangers true form or force it to take on that form reveal its original cat form. Likewise when such a nekomata dies, it reverts to its original cat form.
Anime & Adventure: Dragon Ball
Nimbus
Nimbus's are animated clouds capable of carrying riders through the sky at great speeds. A nimbus will only allow a pure-hearted individual to ride it. Wicked creatures that try to ride a nimbus will simply fall through the cloud.
Nimbus
Large elemental
- Armor Class 20
- Hit Points 8 (1d10 + 3)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 30 (+10) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
- Saving Throws Dex +10
- Damage Vulnerabilities force
- Damage Resistances acid, cold, fire, lightning, necrotic, radiant, thunder
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagic attacks
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses blindsight 120 ft.
- Languages —
- Challenge 0 (0 XP)
Intangible. The nimbus can move through a space as narrow as 1 inch wide without squeezing.
Reaccumulation. When the nimbus reaches 0 hit points, it is dispersed but not destroyed. After 24 hours, the nimubs reforms and regains all of its hit points.
Dragon Balls
Wondrous items, legendary
These seven spheres, each fitting comfortably in one hand, seem to be made out of semi-transparent orange stone, and each one is marked with a pattern of one to seven stars. Individually, they are interesting to look at but otherwise unremarkable.
Collected together, they have the power to summon an ancient dragon. The dragon can grant three wishes. The dragon disappears after granting the three wishes. If wishes are not made within one hour, the dragon disappears.
The wishes cannot grant more wishes, more charges for the dragon balls, more time to make wishes, or effects that would otherwise alter the usage of these items.
As a collection, these items have one charge. After the dragon disappears, the dragon balls become dull stones and disappear. They do not regain their power until one year has passed. At that time, they reappear in random places spread out all over the world.
Power Pole
Weapon (quarterstaff), rare (requires attunement)
This simple quarterstaff is a magic weapon that grants a +1 bonus to attack and damage rolls. Additionally, it can extend to great lengths. When you are attuned to the power pole, your reach with this weapon is 15 feet.
Also while you are attuned to the power pole, you have advantage on Dexterity (Acrobatics) checks and can cast the jump spell on yourself at will.
Senzu Bean
Wondrous item, legendary
Resembling a lima bean, this bean packs a massive amount of restorative energy in a very small form. When you eat a senzu bean you regain hit points and regrow severed body parts as if healed by the regenerate spell.
Additionally, you regain class features as if you have taken a short rest.