Tail of the Mermalia
Wondrous item, rare (requires attunement)
When the Rakin ousted Dr. Stein from his tower, he had only one means of escape: swim. His last act in the battle was sever his own leg, attune to the tail, flop into the well, and slink out into the sea, tail between his... well. He didn’t have legs, any more.
You can attune to this item if you are missing one or more legs. When you do so, the tail grafts into place, the scales slowly petering out into your normal skin. While attuned to the tail you gain the following effects and features:
• You gain the tag ‘shapechanger’.
• As an action, you can morph your legs into a tail or vice versa:
- Legs. You halve your normal walking speed. You can stand on and move across any liquid surface as if it were solid ground.
- Tail. You have a swim speed of 60 feet and advantage on checks and saving throws made to avoid being grappled or restrained whilst underwater. On land, you are prone and can’t stand up, and have a walking speed of 5 feet.
• You can breathe both air and water.
• Heads or Tails. You can target one creature you can see within 60 feet and unleash the power of the chimera. The target must succeed on a DC 15 Constitution saving throw or be partially polymorphed for 1 minute. Roll a d2 and consult the options below. Once you use this feature, you can’t do so again until you finish a long rest. - On a 1, the creature’s torso and head become fishified: it loses the ability to speak, its Intelligence drops to 1, and it can breathe only water. The creature gains 10 temporary hit points. When these hit points are lost, or if the creature falls unconscious, its head and torso returns to normal. - On a 2, the creature’s legs become fishified: it has all the traits of the ‘tail’ ability of this item.
Clown fish variant: Remove ‘Heads or Tails’. Add:
Clowning Around. As an action, you can cast Tasha’s hideous laughter (save DC 15). Once you’ve used this ability three times, you can’t do so again until you finish a long rest.
Shark variant: Remove ‘Heads or Tails’. Add:
Blood Fury. As a bonus action, you activate your blood fury. For the next minute, when you make a weapon attack against a creature, you have advantage on your attack roll if the creature is bloodied (below 50% of its maximum hit points).
Rules Reminder: Drowning
Swimming without a swim speed costs you one extra foot of speed for each foot moved, whether above or below water. You can hold your breath for a number of minutes equal to 1 + your Constitution modifier. If you speak or cast a spell with a verbal component whilst underwater, you immediately begin suffocating. Whilst suffocating, you can survive for a number of rounds equal to your Constitution modifier. At the start of your next turn, you drop to 0 hit points and are dying (make death saving throws). You may not regain hit points or become stabilised until you can breathe again.
When the Rakin ousted Dr. Stein from his tower, he had only one means of escape: swim. His last act in the battle was sever his own leg, attune to the tail, flop into the well, and slink out into the sea, tail between his... well. He didn’t have legs, any more.
You can attune to this item if you are missing one or more legs. When you do so, the tail grafts into place, the scales slowly petering out into your normal skin. While attuned to the tail you gain the following effects and features:
• You gain the tag ‘shapechanger’.
• As an action, you can morph your legs into a tail or vice versa:
- Legs. You halve your normal walking speed. You can stand on and move across any liquid surface as if it were solid ground.
- Tail. You have a swim speed of 60 feet and advantage on checks and saving throws made to avoid being grappled or restrained whilst underwater. On land, you are prone and can’t stand up, and have a walking speed of 5 feet.
• You can breathe both air and water.
• Heads or Tails. You can target one creature you can see within 60 feet and unleash the power of the chimera. The target must succeed on a DC 15 Constitution saving throw or be partially polymorphed for 1 minute. Roll a d2 and consult the options below. Once you use this feature, you can’t do so again until you finish a long rest. - On a 1, the creature’s torso and head become fishified: it loses the ability to speak, its Intelligence drops to 1, and it can breathe only water. The creature gains 10 temporary hit points. When these hit points are lost, or if the creature falls unconscious, its head and torso returns to normal. - On a 2, the creature’s legs become fishified: it has all the traits of the ‘tail’ ability of this item.
Clown fish variant: Remove ‘Heads or Tails’. Add:
Clowning Around. As an action, you can cast Tasha’s hideous laughter (save DC 15). Once you’ve used this ability three times, you can’t do so again until you finish a long rest.
Shark variant: Remove ‘Heads or Tails’. Add:
Blood Fury. As a bonus action, you activate your blood fury. For the next minute, when you make a weapon attack against a creature, you have advantage on your attack roll if the creature is bloodied (below 50% of its maximum hit points).
Rules Reminder: Drowning
Swimming without a swim speed costs you one extra foot of speed for each foot moved, whether above or below water. You can hold your breath for a number of minutes equal to 1 + your Constitution modifier. If you speak or cast a spell with a verbal component whilst underwater, you immediately begin suffocating. Whilst suffocating, you can survive for a number of rounds equal to your Constitution modifier. At the start of your next turn, you drop to 0 hit points and are dying (make death saving throws). You may not regain hit points or become stabilised until you can breathe again.
Remove these ads. Join the Worldbuilders Guild
Comments