Spike of Distorted Flesh (5e Equipment)

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Scales.png This page is of questionable balance. Reason: Refers to sizes that don't exist in 5e. Mythic Monsters (5e Variant Rule) might help with the larger sizes. I also feel like "the size of the moon" is a campaign-ending result, but it says "don't make them too over powered". You could just sit there repeating the d10 roll until you roll a 10 and destroy the bad guy and his citadel and all the surrounding hordes, or whatever.


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Wondrous Item, legendary (requires attunement)

This mythril, pyramid-shaped spike is engraved with runes. If anything touches it, they take 2d10 necrotic damage, and they must make a DC 20 Constitution saving throw. On a failure, they suffer a deformity, such as loss of a finger or other appendage, or an appendage transformation, such as an arm to a tentacle, or a leg to a fin. If a creature stabs the spike through itself, it must make a DC 20 Constitution saving throw. On a fail, they die and their corpse is disintegrated. On a success they take 4d10 necrotic and 2d10 piercing damage, and gain a special power. This power allows them to change parts of their body into other parts, grow new parts from their body, and much more. When you use any of the abilities, you must pass a DC 10 Constitution save, or take 1d10 necrotic damage from the mutation. The mutations are as follows:

  • Wing growth: The creature sprouts wings. While they have these wings their flying speed is equal to their walking speed. After 2d20 minutes, the wings retract, and the creature can't sprout wings again for 1d10 hours.
  • Size change: The creature may attempt to change their size for 2d10 minutes and can't change it again for 1d20 minutes. When they do, their weapons don't change size, but their armor, clothes, and other similar equipment change size. If the character is the size they change into, nothing happens, and if the character moves up a size category, the penalties and bonuses are reversed (Ex. Character goes from Diminutive to Small and loses 2 dexterity, and gains 1 strength and constitution). Roll 1d10 if they attempt to change their size and then consult the following table:
  1. Their size becomes diminutive, and their Dexterity increases by 10 and Strength and Constitution decrease by 8 each.
  2. Their size becomes tiny, and their Dexterity increases by 4 and their Strength and Constitution decrease by 2 each.
  3. Their size becomes small, and their Dexterity increases by 2 and their Strength and Constitution decrease by 1 each.
  4. Their size becomes medium, and their Dexterity increases by 1.
  5. Their size doesn't change.
  6. Their size becomes large, and their Dexterity decreases by 1 and Strength and Constitution increase by 1 each.
  7. Their size becomes huge, and their Dexterity decreases by 2 and their Strength and Constitution increase by 2 each.
  8. Their size becomes gargantuan, and their Dexterity decreases by 4 and their Strength and Constitution increase by 4 each.
  9. Their size becomes colossal, and their Dexterity decreases by 8 and their Strength and Constitution increase by 10 each.
  10. They becomes bigger than colossal, about the size of the moon, and their Dexterity becomes 1 and their Strength and Constitution both becomes 30.
  • Grow arm: When you use this ability, a 3rd arm grows from your shoulder. This arm has normal statistics of a arm. Every 2d8 minutes the arm is activated, you must pass on a DC 15 Constitution save or lose the arm, and be unable to use the Grow arm ability for 10d10 minutes.

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