Boots of Engulfing Doom (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search

History[edit]

One wizard, one vampire, this princess of horror has declared a war against a continent. All its kingdoms, and all its churches made an alliance to defeat her. They managed to defeat her, but their loss was a third of all living in it. And she escaped... One of vampire goddess Shilah's special artifact that she has forged in the time between her life of humanity and her life of deity, this pair of boots has been known to be a mystical artifact that awakens a horrifying beast that engulfs all.

Description[edit]

This is a boot that baffles many who come to see it. It has an overall coloration of black, and seems to be almost indestructible like an adamantine item. Yet, despite of its ability to withstand hazards this item is bendable, at least enough to allow the wearer comfortable movements while traveling. On the outer edge of this boots it has spikes also thought to be made of the same material. This provides a +3 to balance checks, and an additional 1d3 to damage when used to kick someone.

This boot has a more wondrous ability: it gives the wearer the ability to glide through earth. At will, the wearer can activate this ability to burrow through stone, dirt, or any sort of earth except large chunks of pure metal, as easily as fish swims through water. This ability does not leave a trace, be it a tunnel, a hole, a shift of earth matter, or even a ripple. The wearer can move at the speed equal to land speed or swim speed, which ever is faster. The wearer must be able to hold their breath while submerged in earth, and the rule for drowning is applied for being underground in this manner.

If the wearer approaches a certain special spot (the GM gets to decide where), the wearer finds a region of rock impenetrable even with the power of this boot. Traveling upon this spherical area of a mile diameter, the wearer immediately knows where the center of this area is located. If the wearer approaches the place directly above this center point, he may attempt a DC 15 Use Magic Device check to stomp the ground releasing the power of this boots.

On a successful check, a beast awakens from deep within the earth. Traveling tremendously fast through the layers of rocks, it emerges to the surface in 1d4+1 rounds. This colossal monster seems like a black dinosaur covered in huge spikes and shells, long arms that reach the ground even when it stands erect, and a jaw lined with many blade-like teeth. This terrible beast goes by the name of Tarrasque. This boot does not remove the wearer from the list of what this beast considers edible, and he must care for his own life or else he is eaten by the beast. The boot mysteriously slips out of the feet of the wearer right before he is swallowed.

If the wearer does not encounter the special spot within 10d10 years the boots tries to eat its wearer. Within the boots, spikes similar to the ones growing on the outside starts to grow on the inside and locks in place. It requires a DC25 Escape Artist check to get out of the boots, otherwise it deals 1d4 points of Constitution damage per round as the boots grind through the flesh of its wearer. Once the wearer escapes the grinding grip of the boots, he is free to leave the boots but may not wear them again. If he attempts to wear it again, the boots tries to eat its former wearer once more.


Back to Main Page3.5e HomebrewEquipment

Home of user-generated,
homebrew pages!


Advertisements: