Page 209 - Tomb of Annihilation
P. 209
STAFF OF THE FORGOTTEN ONE
Staff, artifact (requires attunement by a sorcerer, war-
lock, or wizard)
This crooked staff is carved from bone and topped
with the skull of a forgotten archmage whom Acererak
destroyed long ago. Etched into the skull's forehead is
Accrerak.'s rune, which is known on many worlds as a
sign of death.
Beneficial Properties. While the staff is on your per-
son, you gain the following benefits:
• Your proficiency bonus to Intelligence (Arcana) and
Intelligence (History) checks is doubled.
• You can't be blinded, charmed, deafened, frightened,
petrified, or stunned.
• U ndead with a challenge rating of 2 or lower will nei-
ther threaten nor attack you unless you harm them.
• You can wield the staff as a +3 quarterstaff that deals
an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7
charges and regains ld4 + 3 expended charges daily at
dawn. While holding the staff, you can use an action to
expend 1 charge and target one creature you can see
within 60 feet of you. The target must succeed on a Con-
stitution saving throw (using your spell save DC) or be
cursed. While cursed in this way, the target can't regain
Other Properties. The Ring of Winter is rumored hit points and has vulnerability to necrotic damage. A
to possess other properties that can be activated only greater restoration, remove curse, or similar spell ends
by an evil being whose will the ring can't break. Frost the curse on the target.
giants have long believed that the ring can be used to The Forgotten One. The bodiless life force of a dead
freeze entire worlds, while a djinni in Lhe service of a archmage empowers the staff and is imprisoned within
Calishite pasha once claimed that the ring could be it. The rune carved into the staff's skull protects Acer-
used to summon and control white dragons, as well as a erak from this spirit's vengeance. Each time a creature
mighty ice primordial named Cryonax. other than Acererak expends any of the staff's charges,
Destroying the Ring. The ring is nigh indestructi- there is a 50 percent chance that the life force tries to
ble, resisting even the most intense magical heat. If it possess the staff wielder. The wielder must succeed on a
is placed on the finger of the powerful arch fey known DC 20 Charisma saving throw or be possessed, becom-
as the Summer Queen, the ring melts away and is de- ing an NPC under the DM's control. If the intruding life
stroyed forever. force is targeted by magic such as a dispel evil and good
spell, it becomes trapped in the staff once more. Once it
SCORPION ARMOR
takes control of another creature, the insane spirit of the
Armor (plate), rare (requires attunement) dead archmage attempts to destroy the staff.
This suit of plate armor is fashioned from giant scorpion Destroying the Staff. A creature in possession of
chitin. While wearing this armor, you gain the follow- the staff can use an action to break it over one knee or
ing benefits: a solid surface. The staff is destroyed and releases its
remaining magic in an explosion that expands to fill a
The armor improves your combat readiness, granting
30-foot-radius sphere centered on it. Each creature in
you a +5 bonus to initiative as long as you aren't in-
the area must make a DC 18 Dexterity saving throw,
capacitated.
taking 132 (24dl0) force damage on a failed save, or
• The armor doesn't impose disadvantage on your Dex-
half as much damage on a successful one. When the
terity (Stealth) checks.
staff is destroyed, the life force of the Forgotten One is
The armor doesn't impose disadvantage on saving
released to the afterlife. Where it goes is anyone's guess.
throws made to resist the effects of extreme heat (see
Casting the staff into a sphere of annil1ilation destroys
chapter 5 of the Dungeon Master's Guide).
both the staff and the Life force trapped within it. The
Curse. This armor is cursed. Whenever you don or staff doesn't explode if destroyed in this manner, but its
doff it, you must make a DC 15 Constitution saving destruction causes the sphere to be destroyed as well.
throw, taking 100 (lOdlO + 45) poison damage on a
failed save, or half as much damage on a successful one.
Only a wish spell can remove the armor's curse.
APPENDIX C I DISCOVERIES

