Maostyle's Magical Items!
Azariah's Spiritstone
Wondrous Item, Artifact
(requires attunement by an elf/half-elf)
While holding the spiritstone, as an action you can speak its elven command word in order to summon an elemental guardian from its respective plane. The guardian appears in an unoccupied space you choose within 60 feet of you. It remains active as long as you keep concentrating (as if concentrating on a spell), to a maximum duration of 10 minutes, or until it drops to 0 Hit Points. It then returns to its home plane.
Roll initiative for the Elemental Guardian which has its own turns. While summoned the guardian is friendly to you and your companions, obeys any commands you give it no matter what language you use. If you fail to command it, the guardian defends itself against attackers but takes no other Actions.
After the Guardian departs, the spiritstone cant be used again for 24 hours.
You can summon the Elemental Guardian Aqua when you reach 3rd level, the Elemental Guardian Aura at 7th level, the Elemental Guardian Terra at 11th level and the Elemental Guardian Ignis at 15th level.
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Bloodstained Child of the abyss
Weapon(Greataxe), Legendary
(requires attunement)
This magical weapon has a +3 to attacks and damage .
Dark Past - Whenever you hit with this weapon you deal an additional 1d10 necrotic damage.
Blood Sacrifice - As an action you can attempt to take down even the deadliest of foes using a powerful abyssal blood seal. You immediately lose 3/4 of your max hit points and gain 3 levels of exhaustion to fuel the blood seal, Then you can choose a target that you can see within 60 feet of you. The target needs to make a Constitution saving throw DC 23 as tendrils of blood magic attempt to seal its life away once and for all, on a failed save the creature takes necrotic damage equal to all the damage you took from the start of combat + 60.
If a creature dies by this curse, becomes a small crimson sphere and is immediately consumed by the weapon, the creature cannot be brought back to life by any means. If you die after 24 hours of using this effect you cannot be brought back to life.
This feature recharges after 7 days.
Elemental Guardian Terra
Huge Elemental, Neutral
- Armor Class AC 18(natural armor)
- Hit Points 95
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 6 (-2)
- Skills Perception +7
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 120ft, passive Perception 17
- Languages Auran, Common
- Challenge 8 (3,900 XP)
Earth Glide. The Terra can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Magic Weapons. Terras slam attacks are magical.
Siege Monster. Terra deals double damage to objects and structures.
Actions
Multiattack. Terra makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, Reach 10ft, one target. Hit: 2d8(+5) bludgeoning damage.
Earthquake (1/day). Terra causes a tremor in the ground in a 40-foot sphere centered on Terra. Each creature other than Terra in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes (4d8) bludgeoning damage and is knocked prone. On a successful one, a creature takes only half damage and isn't knocked prone.
Credits
[Art by Me] Art by Skilrex Art by Jesper Ejsing
Elemental Guardian Ignis
Large Elemental, Neutral
- Armor Class AC 20(Plate armor)
- Hit Points 105
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 16 (+3) 12 (+1) 12 (+1)
- Skills Athletics +10, Perception +8
- Damage Immunities poison,fire
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 120ft, passive Perception 18
- Languages Ignan, Common
- Challenge 10 (5,900 XP)
Empowering Sacrifice. The four elemental guardians are linked to Ignis. Choose one guardian to fuse with Ignis. After fusing, Ignis gains an appearance change and access to a new abilitie (fused guardians cant be used for 1d6 days) :
If Aqua fuses, Ignis gains access to Heated Aura.
If Aura fuses, Ignis gains access to Blazing Tornato.
If Terra fuses, Ignis gains access to Lava Burst.
Heated Aura. At the start of each of Ignis's turns, each creature within 5 feet of it takes (2d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Ignis or hits him with a melee attack while within 5 feet of him takes (2d6) fire damage.
Magic Weapons. Ignis weapon attacks are magical.
Actions
Multiattack. Ignis makes two longsword attacks.
Fire Slash. Melee Weapon Attack: +10 to hit, Reach 5ft, one target. Hit: 1d8(+5) slashing damage plus (1d8) fire damage.
Blazing Tornato (2/day). Ignis creates a 5 feet wide whirlwind of fire that move in a 60-foot straight line. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes (5d6) fire damage and are ejected 10 feet in the air. On a successful save, a target only takes half as much damage and does not get lifted into the air.
Lava Burst (2/day). Ignis stomps the ground with his foot, causing a lava explosion in a 20 feet sphere centered on him. At the start of his next turn, the ground erupts once more. Each creature caught in the explosions must make a DC 16 Dexterity saving throw. On a failed save, the creature takes (3d8) fire damage and (3d8) bludgeoning damage, or half as much damage on a successful one.
Elemental Guardian Aqua
Large Elemental, Neutral
- Armor Class 16 (natural armor)
- Hit Points 60
- Speed 30 ft. Swim 60ft
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 15 (+2) 20 (+5) 14 (+2)
- Skills Nature +7,Perception +11
- Damage Resistance Acid
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 120ft, passive Perception 21
- Languages Aquan, Common
- Challenge 4 (1,100XP)
Innate Spellcasting. Aqua's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Aqua can innately cast the following spells, requiring no material components:
At will: detect magic, create or destroy water and shape water
1/day each: mass cure wounds
3/day each: tidal wave, wall of water
5/day each: cure wounds, lesser restoration
Actions
Multiattack. Aqua casts a spell and uses ice spike.
Ice Spike. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d10) cold damage, and the target's speed is reduced by 10 feet.
Elemental Guardian Aura
Large Elemental, Chaotic Neutral
- Armor Class 16 (studded leather)
- Hit Points 70
- Speed 0 ft. Fly 60ft (hover)
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 13 (+1) 12 (+1) 13 (+1)
- Skills Perception +7
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 120ft, passive Perception 17
- Languages Auran, Common
- Challenge 5 (1,800XP)
Magic Weapons. Aura's weapon attacks are magical.
Protective Current. Aura is protected by powerful winds, increasing its AC against projectiles by 2. Additionally, each creature that starts its turn within 10 feet of Aura must succeed on a DC 15 Strength saving throw or have disadvantage on attack rolls until the start of its next turn
Actions
Multiattack. Aura makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Slashing Whirlwind(2/day). Aura starts spinning at very high speed using its greatsword. Each creature within 30 feet of him must succeed on a DC 15 Constitution saving throw or be pulled 30 feet towards Aura and then take (4d6) slashing damage if it is within 5 feet of Aura. Aura cannot move after using this action.