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Swordtember Day 21 Eyes - Tyrant's Sural

Tyrant’s Sural

Melee Weapon (Martial, Whip), Very Rare, Requires Attunement

Damage: 1d4

Damage Type: Slashing

Properties: Finesse, Reach, Special

“Created by a brave, or insane, mage who was able to distill the energy of each of a Beholder’s eye beams into these strange blades. It’s said that this weapon was his undoing, as he was not actually a particularly adept combatant.”

Due to the strange nature of this weapon and the weight of the blades, it ignores the AC bonus granted by shields. 

Whenever you make a successful attack with this weapon, roll a d10 and choose the result below. On a roll of a 1, when making an attack roll, you strike yourself, requiring a roll on the table below targeting yourself.

1. Charm Strike - The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature.

2. Paralyzing Strike - The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed 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.

3. Fear Strike - The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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.

4. Slowing Strike - The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Strike - The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Strike - The targeted creature must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. The creature is restrained until the start of your next turn. 

7. Sleep Strike - The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This attack has no effect on constructs and undead.

8. Petrification Strike - The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature 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.

9. Disintegration Strike - If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this Strike disintegrates a 10-foot cube of it.

10. Death Strike - The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the Strike reduces it to 0 hit points.

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