pvgttm-web/src/pages/magic-items/whayve-the-flood.md

3.5 KiB

title description date_pub section content_type short_code status
Wha'yve, the Flood 2024-02-24T22:24:00.000-04:00 magic items feature m1wtfg hidden

An ornate trident, made of copper and coral, and tipped in gold, and decorated with 6 golden glyphs on its handle.

"Help me serve the queen, and together we will wash away all who stand against her!"

  • +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk.
  • Dehydration: On a critical hit, after normal damage is calculated, this deals an additional amount of damage equal to 1/2 of the target's remaining HP.

Sentience

  • Alignment: Neutral
  • Purpose: Destroy all who don't worship Elendaen, Queen in the Deep.

Elemental

Once per day, the elemental bound to this weapon can be released.

  • The wielder must maintain concentration on the elemental as with the Conjure Elemental spell, with the exception that, once the wielder's concentration ends or the effect is dispelled, the elemental returns to the weapon.

Elemental Powers

When unleashed, the water elemental 16HD creature with the following abilities:

  • Can move through water at 16d6 mph,
  • Can transport up to 8 human-sized (or smaller) creatures through water for 1d6 hours (without the creatures drowning),
  • Can materialize up to 16 gallons of water
  • Can destroy 1 earth elemental of equal or lesser size.
    • If the size is equal, it destroys them both. Otherwise, the larger one survives.
  • Can rust all metal weapons within 20', halving their damage permanently.
    • Using this ability destroys the elemental.
  • Can enter the respiratory system of up to 16 HD worth of target creatures within 20', dealing drowning damage to each for 1d8 rounds (see drowning).
    • Using this ability destroys the elemental.

Fish Commanding

  • Speaking command word causes all fish within 60' to Save vs Spells or be charmed.
    • On successful save, will remain 10' away from wielder.
  • Charmed fish will obey empathic commands from wielder, as long as wielder is in sight.
    • Can control movement and behavioral state (angry, hungry, etc.)
  • Can be used up to 3 times per day.

Force Field

When the wielder presses one of the glyphs on the handle, it activates (or deactivates) the force field.

  • The trident begins with 36 charges each day.
  • The wielder's maximum movement rate is effected by the type of force field being created.
  • The force field effects, charges used per turn, and maximum movement rate while active are indicated below:
# Charges Per Turn Max Movement Rate Protects Against
1 1 40' Wind and gases
2 2 30' Non-magical, nonliving matter
3 3 20' Non-magical living things
4 4 10' Magic
5 6 10' Everything
6 0 Normal Deactivates

Sense Water

The elemental bound to the trident can sense the direction to the nearest supply of water.

Warning

  • Using command word, can detect all hostile marine predators within 240'.
  • Takes 1 combat round.
  • Can be used up to 3 times per day.