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KYRZIN'S OOZE While attuned to these gloves, you gain one of the
W o ndrous item, very rare (r equires attunement) following proficiencies (your choice when you attune to
the gloves):
This opalescent, symbiotic goo comes sealed in a jar
and slowly shifts and moves, as if endlessly exploring • Sleight of Hand
the jar's interior. To attune to this item, you must first • Thieves' tools
drink the contents of the jar, unlocking the following • One kind of artisan's tools of your choice
properties. • One kind of musical instrument of your choice
Resistant. While attuned to K y rzin's ooze, you have When you make an ability check using the chosen pro
resistance to poison and acid damage, and you're im ficiency, you add double your proficiency bonus to the
mune to the poisoned condition. check, instead of your normal proficiency bonus.
Amorphous. As an action, you can speak a command S y m biotic N a ture. The gloves can't be removed from
word and cause your body to assume the amorphous you while you're attuned to them, and you can't volun
qualities of an ooze. For the next minute, you (along tarily end your attunement to them. If you're targeted by
with any equipment you're wearing or carrying) can a spell that ends a curse, your attunement to the gloves
move through a space as narrow as 1 inch wide without ends, and they can be removed.
squeezing. Once you use this property, it can't be used
again until the next dawn. ORB OF SHIELDING
Acid Breath. As an action, you can exhale acid in a W o ndrous item, common (r equires attunement)
30-foot line that is 5 feet wide. Each creature in that line An orb of shielding is a polished, spherical chunk of
must make a DC 15 Dexterity saving throw, taking 36 crystal or stone aligned to one of the planes of existence.
(8d8) acid damage on a failed save, or half as much dam
age on a successful one. Once you use this property, it If you're a spellcaster, you can use this orb as a spell
can't be used again until the next dawn. casting focus.
If you're holding the orb when you take damage of the
Symbiotic N a ture. The ooze can't be removed from type associated with the orb's material, you can use your
you while you're attuned to it, and you can't voluntarily
end your attunement to it. If you're targeted by a spell reaction to reduce the damage by ld4 (to a minimum of
that ends a curse, your attunement to the ooze ends, as 0). The materials and their associated damage types are
it seeps out of you. listed in the Orb of Shielding table.
If you die while the ooze is inside you, it bursts out O R B OF S H I E L D I N G
and engulfs you, turning your corpse into a black pud
ding allied with the daelkyr (see the Monster M a nual for Planar Material Damage Type
the black pudding's stat block). Fernian basalt Fire
I rian quartz Radiant
LIVING ARMOR
Kythrian skarn Acid and poison
Armor (a n y ) , very rare (r equires attunement)
Lamannian flint Lightning and thunder
This hideous armor is formed from black chitin, beneath Mabaran obsidian Necrotic
which veins pulse and red sinews glisten. To attune Risian shale Cold
to this item, you must wear it for the entire attune- Shavarran chert Force
ment period, during which tendrils on the inside bur Xorian marble Psychic
row into you.
While wearing this armor, you have a +l bonus to PROSTHETIC LIMB
Armor Class, and you have resistance to the following
damage types: necrotic, poison, and psychic. W o ndrous item, common (r equires attunement b y a
Symbiotic N a ture. The armor can't be removed from creature missing some or all of a limb )
you while you're attuned to it, and you can't voluntarily This artificial limb replaces a hand, arm, foot, leg, or
end your attunement to it. If you're targeted by a spell similar appendage that was lost or removed. While the
that ends a curse, your attunement to the armor ends, prosthetic is attached and attuned to you, it functions
and it detaches from you. identically to the body part it is replacing. You can de
The armor requires fresh blood be fed to it. Immedi tach or reattach it as an action, and it can't be removed
ately after you finish any long rest, you must either feed by anyone else.
half of your remaining Hit Dice to the armor (round up) If you have multiple prosthetic limbs, they count as a
or take 1 level of exhaustion. single magic item with regard to the number of magic
items you can attune to.
LIVING GLOVES
W o ndrous item, uncommon (r equires attunement) SCRIBE'S PEN
W o ndrous item, common (r equires attunement b y a
These symbiotic gloves-made of thin chitin and
sinew-pulse with a life of their own. To attune to them, creature with the Mark of Scribing)
you must wear them for the entire attunement period, You can use this pen to write on any surface. You decide
during which the gloves bond with your skin. whether the writing is visible or invisible, but the writing
is always visible to a person with the Mark of Scribing.
CHAPTER 5 I TREASURES