1. What is the item? Kusari Unbound, +3 Kusari-fundo
2. What powers does it possess? If not carried functions as a giant constrictor snake, except it is a medium construct (thinking 10 ft., but unsure if it would need to be longer), has no swim speed, and has abilities listed below.
Speech: speaks Gith and common, uses vibrations to speak to anything in contact with it (contact is required).
+3 Kusari-fundo. Must be attuned with monk who is either below lv 10 or shares its belief’s (if equipped and not attuned the wielder is considered in an anti-magic field), enhances monk’s unarmed strike with increased range (10 ft.,) and +3, still considered a melee attack. Made out of Gith silver, appearance is of tarnished silver. Monk may still function as unarmed while wielding, able to perform abilities such as deflect missiles and Ki-empowered strikes.
Anti-magic: is immune to magic and spell like effects. Monk attuned to Kusari has advantage on saving throws against magic spells and effects which require dexterity save.
Pull: If an attack hits and creature is Large or smaller, you may make contesting strength checks (using weapon bonus) to pull the creature up to 10 feet closer to you. Creature cannot use any magic or magic like (such as psionic) abilities until the end of your next turn. Kusari will not pull an individual creature more than once and will resent repeated attempts unless target is Mind Flayer or Githyanki.
Kusari bound: If a creature is bound by Kusari they are unable to be freed by anyone other than Kusari itself, they are also considered inside and anti-magic field. Kusari refuses to bind any creature in this way.
3. What is known about it from legend and lore? Crafted by the Githyanki to hold powerful Mind flayers and Githzerai, it helped in the capturing and holding of such creatures for several generations. Eventually it was used to hold a powerful Githzerai Zerth, Vasyus, for many years. As Vasyus aged and Githyanki cruelty became boring Kusari was ordered to execute them. Shortly after this, Kusari mysteriously disappeared.
4. What alignment and intelligence level does the intellect have? Alignment: lawful neutral. Intelligence: 12-14.
5. What goals, if any, does the item have? Wandering the world on a journey to find inner piece, atone for past wrongs, and to teach others the ways of Zerthimon.
6. How much control does the intelligence have of the item’s powers? Anti-magic abilities are constant and unable to be disabled, has full control of its own mobility and whether or not it will bind and pull. May be used as a weapon so long as it is mentoring a monk below level 10 or the monk shares its beliefs.
7. What quirks does the intelligence have? Personality: patience in all things. The first step in any venture is the most treacherous. Ideal: Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet. Bond: I will live Vasyus’s life to atone for a taking it. Flaw: I see Githyanki machinations behind every threat.
8. You do you!
Crafted by the Githyanki to hold powerful Mind flayers and Githzerai, it helped in the capturing and holding of such creatures for several generations. Eventually it was used to hold a powerful Githzerai, Vasyus for many years. Often when they were alone Vasyus would tell Kusari of Zerthimon's ideals and the ways of the Githzerai; during this time it came to respect their mental discipline and unwavering Ideals. When Vasyus became old and Githyanki cruelty became boring Kusari was ordered to execute them. For the first time it hesitated, but carried out the execution as ordered. After this Kusari swore never to bind another creature, it took the soonest opportunity possible to leave the service of the Githyanki. Kusari now wanders the worlds on a journey to find inner peace and atone for its past wrongs.
The woods would be very quiet if only those birds sang there that sang best. Henry van Dyke
Post by DM Onesie Knight on Feb 22, 2020 17:14:57 GMT
1. A vicious-looking Macahuitl (if you're not familiar, picture a cricket bat edged with obsidian shards; Aztec weapon) made from a dark wood and set with triangular blades of mithral. The flat of the wooden stock is carved with motifs of fire and a lizard with a long, serpentine body. The mithral blades are fixed with jungle rubber and dinosaur sinew. From the pommel hangs a charm made of a dinosaur fang and colorful feathers. In its native, ancient, long-dead tongue, it is called Great-Tree-Burning
2. It is capable of wreathing itself in fire (+1d6 fire damage), while also granting resistance to fire. It can also replicate the effects of a Burning Hands spell. It reaches out psychically to demoralize the enemy and embolden the wielder, causing enemies to become frightened if they fail a WIS save and granting +1 to saves and attack rolls for whoever holds it. Finally, it hates demons and has its critical threat range increased by one when striking them.
3. Not much is known about this specific weapon, because its history is so ancient and there was little (if any) peaceful contact between the ancient volcano-worshiping Fire Lizard civilization and the humanoid races. In fact, while the Fire Lizards as an organized force are LONG gone, their ancient works have a tainted reputation. The Fire Lizard race once set out on a burning crusade to destroy the humanoid races and burn them in sacrifice to their horned god. Most see their style of weaponry as barbaric and crude, though that suits some.
4. Chaotic good, INT 12. What nobody in the modern day knows (but a few expert scholars suspect) is that the violent and sadistic "horned god" was not the original incarnation of Fire-Lizard faith. Their worship tended more towards elemental forces and nature, with the prime divinity represented as a great lizard living in the heart of the earth. Unfortunately, their divine imagery was co-opted by Mephistopheles himself. He used his mastery of hellfire to subtly influence and corrupt their faith, eventually turning them loose on the world as a bloodthirsty (or should I say fire-thirsty?) horde. Great-Tree-Burning predates the infernal deception, and represents one of the last existing testaments to the Fire-Lizard spirit as it once was.
5. More than anything, Great-Tree-Burning wants its people to be remembered as they were, not as what they became. This is no easy task, because Fire-Lizards still skulk about the ruins of their empire as animalistic savages, taking captives to burn alive in crude horned effigies. Though Great-Tree can only speak Ignan, it can also transmit feelings, and it tries to guide its owner to glory in battle.
6. It is very much in control of its powers. Though it will function purely practically, it does have a sense for showmanship and ceremony. After all, in its glory days it served not only in battle but in sacred War Dances and Fire Dances. When its owner makes weapon flourishes and tricks, it will flare dramatically.
7. It will try VERY hard to encourage exploration of Fire-Lizard ruins. It wants to preserve artifacts from before the fall, and destroy those tainted by the Lord of Hellfire.