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Wondrous item, legendary (requires attunement)

While unworn, this item appears as a puddle of viscous tar and bone shards. When you attune to this amorphous ooze, it slides up your arms and across your chest, enhancing your body with an extra-cutaneous layer of malleable, oily muscle. You can don or doff this oily enhancement as an action, and doffing it causes it to slide into whatever vessel you hold, or onto the ground if you hold no vessel.

Armhancements. Protruding from your tar-coated hands are long claws, natural weapons that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while you wear this item, whenever you make a Strength check, you can treat a d20 roll of 11 or lower as a 12.

Mask. This oily symbiote can react to danger, enhancing your senses. As a reaction immediately before you roll initiative, you can command the oil to cover your face for the next minute (without impairing your normal senses). For the duration, you have advantage on initiative rolls and Dexterity saving throws, and gain blindsight out to 30 feet. After you activate this property, you can’t do so again until the next dawn.

Reactive Tentacles. Immediately after a creature you can see within 10 feet of you hits or misses you with an attack, you can use your reaction to cause the tentacles to make a melee weapon attack (+9 to hit) against the creature. This attack deals 2d8 piercing damage on a hit.

Malleable Skin. The oil coating your body stretches and morphs to protect you from incoming blows, and increase the length of your arm. You gain 5 temporary hit points at the start of each of your turns. In addition, when you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

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