BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Serpent's Eye

Created by the magic from the overwhelming magic surge upon the death of the World Serpent, Serpent's Eye embodies the terror of the titanic monstrosity. It foreshadows the coming of an even darker Ragnarök.   The Serpent's eye is an orb that resemble one of World Serpent's eyes. It has an orange/reddish iris that fills the orb and a serpent like slit pupil that seems to move around occasionally as if looking at its surroundings. The orb is just big enough to fill the grip of an average humanoids hand. Upon attunement the attuned creatures eyes change to resemble the orbs.   The Serpent's Eye is a magical relic item obtained from slaying the World Serpent.   Serpent's Eye   Serpent's Vision: While attuned to this magic item you gain advantage on all Perception checks related to sight. You also gain Darkvision 120 ft..   Frightful Presence (Once per long rest) Each creature of attuned creatures choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to attuned creatures Frightful Presence for the next 24 hours.  
  • Orb
  • Legendary Artifact
  • Attunement by a creature with 18 or higher Wisdom.
  • 5 lbs

Mechanics & Inner Workings

Attunement   Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.   Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.   An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.   A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
5 lbs
Base Price
50,000 gp

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!