Hands of the Frozen Demon - Magic Item (Patreon)
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🥶❄️🖐️ In the days when the world was young and the stars freshly kindled, I, Elthirion, began my quest against the shadows. From the dense forests of my homeland to the vast, open tundras, my path was set: to hunt those that threatened the balance.
The demon Morzul, born from the chilling void, sought to blanket our world in endless frost and silence. His eyes, cold as the northern glaciers, glistened with a determination that matched my own.
On the peaks of the world's tallest mountain, our fates collided. Magic, steel, and willpower clashed in a tumultuous symphony of battle. The outcome was hard-won, yet victory could not mean Morzul's end. His essence, intertwined with the cold, refused complete destruction.
So, with wisdom passed down through my ancestors, we imprisoned Morzul's fierce spirit within his own hands, freezing them in a timeless stasis. They stand now as the Hands of the Frozen Demon. 🥶❄️🖐️
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Hands of the Frozen Demon
Wondrous Item, legendary (requires attunement)
Crafted from the hands of a frozen demon, these gloves shimmer with a captivating frost. The dark nails pulse with an deep cold, and every movement brings a subtle chorus of icy chimes, as if the demon within still reaches out, yearning for the warmth of the living.
Demon Shards. As an action, you thrust your hands to the ground, causing jagged icy spikes infused with demonic energy to erupt in a 15-foot radius centered on you. Creatures within the area must make a Dexterity saving throw (DC 18). On a failed save, a creature takes 5d6 piercing damage and 5d6 cold damage, becomes restrained by the icy spikes, and gains a level of exhaustion from the chilling energy. A creature restrained by the spikes can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (DC 18) to free itself. On a successful save, a creature takes half damage and isn't restrained.
The icy spikes remain in the area for 1 minute, turning the area into difficult terrain. Once used, this ability cannot be used again until the next dawn.
Demon's Frost Ward. You gain resistance to cold damage. When subjected to spells or effects that deal cold damage, you have advantage on saving throws. Furthermore, any cold damage you receive is reduced by an additional 3 points.
Demon‘s Grip. When you grapple a creature, it takes 3d6 cold damage at the start of each of its turns until the grapple ends.
Curse of the Demonic Bond. Whenever you attempt to hit a creature of demonic origin with an attack, a deep hesitation grips your limbs and clouds your intent. This results in you having disadvantage on all attack rolls made against demons.
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Hands of the Frozen Demon V2
Wondrous Item, varies (requires attunement)
Crafted from the hands of a frozen demon, these gloves shimmer with a captivating frost. The dark nails pulse with an deep cold, and every movement brings a subtle chorus of icy chimes, as if the demon within still reaches out, yearning for the warmth of the living.
Frostbite (Uncommon)
Whenever you land a critical hit with an unarmed strike while wearing these gloves, the target is encased in ice and becomes restrained until the end of its next turn.
Glacial Grasp (Rare)
The gloves inherit the Frostbite property.
Additionally, your unarmed strikes deal an extra 1d4 cold damage. If a target is reduced to 0 hit points by this cold damage, it becomes a frozen statue and is considered petrified.
Blizzard's Fury (Very Rare)
The gloves inherit the Frostbite and Glacial Grasp properties, improving on Glacial Grasp.
The bonus cold damage on your unarmed strikes increases to 2d4.
As an action, you can thrust your hands to the ground, summoning a 20-foot radius ice storm centered on you. Each creature in that area must make a DC 16 Dexterity saving throw, taking 4d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of your next turn. Once used, this ability can't be activated again until the next dawn.
Permafrost Dominion (Legendary)
The gloves inherit the Frostbite, Glacial Grasp, and Blizzard's Fury properties, improving on Glacial Grasp and Blizzard's Fury.
The bonus cold damage on your unarmed strikes increases to 3d4.
The radius of the ice storm increases to 30-foot and the save DC becomes 18. The damage increases to 6d6 cold damage and 4d6 bludgeoning damage.
Legacy Edition
This is a different version of the original item. Both variants can be explored on our Patreon.