Home Artists Posts Import Register

Content

Jabberwhack

Weapon (claw), uncommon

Component: phial of monstrosity blood

A minimum of two weeks of intensive training is recommended to wield this weapon effectively. One day to master the use of the needles; the rest of the time to lose the habit of scratching itches with the gloved hand.

Forceful Injection. This claw has five needles, each of which can be filled with liquid. Each day at dawn, choose a combination of the substances described below to fill the needles with. Each needle can hold only one dose of one substance, but the same substance can be chosen for several needles. When you hit a creature with an attack using the claw, you can inject it with one of the substances, expending it and subjecting the creature to its effect. Alternatively, you can use a bonus action to inject a willing creature with one of the substances. If this creature is yourself, you take 1d6 psychic damage when you do so. Unexpended substances dissipate daily at dawn, before you choose new ones to fill the needles with.

  • Antidote. If the creature is suffering from the poisoned condition or a disease that allows it to regularly make a saving throw to end its effect, it can immediately make that saving throw with advantage.
  • Enhancer. The creature has advantage on its next attack roll.
  • Poison. The creature must make a DC 13 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one.
  • Truth Serum. The creature must succeed on a DC 13 Constitution saving throw or have disadvantage on Deception checks for 1 minute.

---------------------------------------

Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Very rare variant: Increase the DCs to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Add the options below to the Forceful Injection property. You can only select each of them once when filling the needles.

  • Adrenaline. You can only inject this substance into a creature with 0 hit points or a creature that died within the last minute. The creature remains at 0 hit points but immediately awakens, gains immunity to all damage, and can move and take actions. The creature makes death saving throws and suffers the effects of taking damage while at 0 hit points as normal. At the end of its next turn, the creature loses its immunity to damage and returns to its original state, falling unconscious if it has 0 hit points or dying again.

Anaesthesia. If the creature has 30 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until it takes damage, or until another creature uses an action to shake or slap it awake.

---------------------------------------

GET YOUR UNFATHOMABLE TERRORS HERE!

Files

Comments

No comments found for this post.