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Wondrous item, rare (requires attunement)

An alternative amongst assassins to the cyanide tooth, the skitterlegs are a means of escape and survival when things go south. Worn like a backpack, these brass-and-mithral legs deploy when you’re knocked out or paralysed. A switch allows you to program the skitterlegs with one of two settings ‘defend’, or ‘eliminate’. In addition, you can provide the skitterlegs with a list of your other party members and an order of priority.

While you wear the skitterlegs, whenever you are paralysed or fall unconscious (except when you fall unconscious during a non-magical sleep) the skitterlegs deploy, lifting your motionless body from the ground. While deployed, you do not count as being prone. On each of your turns whilst you remain unconscious or paralysed, the skitterlegs behave according to their settings:

  • Defend. The skitterlegs take the Dodge or Disengage action (player’s choice) and move towards the member of your party who is highest on the priority list and who is still conscious.
  • Eliminate. The skitterlegs move towards the nearest hostile creature and take the Multiattack action. They make two attacks with their Drider Legs. Melee weapon attack, +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

The legs have a walking speed of 30 feet. Melee attacks against you whilst the legs are deployed are not automatically critical hits, even if you are paralysed or unconscious. If a Dexterity (Acrobatics), Strength (Athletics) check, Dexterity saving throw, or Strength saving throw is required, treat the legs as having a modifier of +5.

If you regain consciousness or recover from paralysis, the legs set you back on your feet before retracting once more. The legs can function for one cumulative hour each day. If this time limit is reached, the legs collapse, dropping you prone.

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