Friday, September 12, 2014

The Devil-blooded Stone

This strange triangular-cut, rainbow-colored gemstone is of a kind that no mortal gem-cutter can identify. It is hard as a diamond, about an inch across, and emanates a faint aura of evil, if such is detected for. Even without magic, the large gem is an item of great value. Sold as is, the gem could easily command a price of a thousand gold pieces or more.

If a creature takes a long rest with the gem in his possession, he will find that he awakes with new and strange powers. Each time a character in possession of the gem takes a long rest, he awakens with one random ability from among those granted to Tieflings (roll 1d100 on the chart below). These powers last until the next time the character rests.

In addition to such powers, if the gem is swallowed, the user finds that it is easily digestible, causing only minor discomfort. A character that eats the stone finds himself dramatically changed the next time they awaken from a long rest. Any humanoid creature that eats the stone will be permanently transformed into a Tiefling the next time he sleeps. The Tiefling traits replace all of his former racial abilities.

If the stone is eaten by someone who already has fiendish blood, then the next time he sleeps he will awaken with two new abilities (determined randomly) and two new physical mutations (also determined randomly). These additional abilities and physical changes are permanent.

d100 Roll Random Abilities Random Appearance
1 Cast Darkness once per day. Arms: elbow spurs
2 Cast Blur once per day. Arms: over-sized limb
3 Cast Detect Evil/Good thrice per day. Arms: stony forearms
4 Cast Shatter once per day. Arms: tentacle-like
5 Cast Alter Self once per day. Arms: undersized limb
6 Cast Mirror Image once per day. Build: emaciated
7 Cast Animate Dead once per day. Build: hunchback
8 Your Darkvision/Infravision increases by 60 feet. Build: obese
9 The spell _animate dead_ will return you to life as per the spell _raise dead_ Build: unnaturally heavy
10 You can eat and gain nourishment from ash, cinders, dust, and sand. Build: unnaturally light
11 You can speak two additional languages spoken by extraplanar beings. Digits: abnormally long
12 You can communicate telepathically with any sentient creature with which you are in physical contact. Digits: extra digits (six or more fingers)
13 You bleed molten silver. Any time you take slashing or piercing damage, you can recover the equivalent of 1sp per point of damage taken. Digits: extra joints
14 Cast Web once per day. Digits: no nails
15 You are aware of and can choose the result of any attempt to detect your alignment. Digits: odd number (four or less fingers)
16 Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round. Ears: bat-like
17 Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round. Ears: missing
18 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage. Ears: pig-like
19 Cast Suggestion once per day. Ears: pointed
20 Cast Invisibility once per day. Ears: other (fan-like, elephantine, cat ears, etc.)
21 You never need to drink to survive. Eyes: cyclopic (single eye)
22 You can see creatures on the Ethereal Plane. Eyes: goatlike (square pupils)
23 Once per week you may mentally contact a fiendish ancestor to gain information, as per the Commune spell. Eyes: glowing (usually red)
24 Cast Speak with Dead once per day. Eyes: smoking
25 You are invisible to all unintelligent undead. Eyes: other (extremely long lashes, cat-like, deep-set, etc.)
26 You can speak to all birds. Face: canine muzzle
27 You can speak to insects. Face: insectile mandibles
28 Cast Heat Metal once per day. Face: missing nose
29 You are resistant to magic. You gain Advantage (roll twice and take the better result) on saving throws against spells. Face: underdeveloped features
30 You possess claws dealing 1d4 points of damage. You may make multiple attacks per round with your claws as if fighting with two weapons. Face: other (elongated nose, tusks, jowls, angular features, etc.)
31 Your skin is unnaturally tough, granting you a +1 bonus to your AC. This stacks with armor and other benefits. Hands: backward-bending fingers
32 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor. Hands: extra thumbs
33 Cast Levitate once per day. Hands: pincers
34 You can alter your shadow to make it appear as that of any creature or object of your size or smaller. Hands: suckered
35 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round. Hands: other
36 Cast Fog Cloud once per day. Head: animalistic (animal of your choice)
37 You can communicate telepathically with any evil creature within 50 feet with whom you share a language. Head: animate hair (may or may not be prehensile or controlable)
38 You can survive on one-quarter the amount of food and water a humanrequires. Head: bald
39 Cast Comprehend Languages thrice per day. Head: malformed (lumps, enlarged cranium, pointed, etc.)
40 Cast Tasha’s Hideous Laughter once per day. Head: other (strangely colored or multi-colored hair, etc.)
41 Cast Phantasmal Force once per day. Horns: draconic (crest, multiple spikes, rear-swept, etc.)
42 Cast Detect Magic thrice per day. Horns: metallic (any formation)
43 You possess a fiendishly cunning tongue, granting you proficiency with Persuasion. Horns: ram-like
44 You do not lose consciousness and may continue to act until you are reduced to –5 hit points. Horns: vestigial (small buds on forehead or temples)
45 Your features are subtly malleable, granting you proficiency with Disguise. Horns: other (antlers, alicorn, bull-like, etc.)
46 You are immune to magic sleep and paralysis effects. Legs: backward-bending
47 Cast Feign Death once per day. Legs: birdlike
48 Cast Gaseous Form once per day. Legs: cloven feet (horse or goat)
49 You can speak to horses and other equine creatures (including magical equines such as unicorns or nightmares). Legs: froglike
50 Your very presence causes unease in other creatures, granting you proficiency with Intimidation. Legs: other
51 You can speak to cats and other feline creatures (including magical felines such as rakshasas and hellcats). Skin: feathered
52 You can speak to dogs, wolves, and other canine creatures (including magical canines such as blink dogs and winter wolves). Skin: loose
53 You can sense when a creature is pregnant by standing within 10 feet of the creature. Skin: patterned (spots, stripes, etc.)
54 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness. Skin: rotting
55 You are unnaturally tough and gain 1 additional hit point per level. Skin: scaled
56 Your soul lives outside of your body and physically manifests. You can cast Find Familiar at will, with no need for material components. You may still only have one familiar at a time. Skin: slimy or greasy
57 You are resistant to infection. You gain Advantage (roll twice and take the better result) on saving throws against disease. Skin: strangely colored (green, red, blue, etc.)
58 Your base land speed increases by +5 feet (MR 1 in 2nd edition). Skin: translucent (organs show through)
59 Your body exudes corrosive slime. Any creature that grapples you takes 1d4 points of acid damage per round. Skin: variable color
60 You exude pheremones which makes animals more amenable to you, granting you proficiency with Animal Handling. Skin: other (furred, hairless, rocky, etc.)
61 Cast Ray of Enfeeblement once per day. Tail: aquatic
62 You have a prehensile tail that can be used to carry items. While you cannot wield weapons with your tail, you can use it to retrieve objects carried on your person (or anothers). Tail: fiendish (bifurcated)
63 You have a peculiar sight that allows you to see the state of a creature’s soul. You can immediately tell by sight whether a creature is alive, dead, undead, or neither alive nor dead (such as an animated construct). Tail: mammalian (cat-like, horse-like, monkey-like, etc.)
64 You have vestigial wings that, while not strong enough to grant flight, can be used to slow a fall. You function as if constantly under the effects of a feather fall spell. Tail: reptilian
65 Psychic Aggression. You have a fragment of the strange mental powers of your fiendish forebears, allowing you to mentally assault your foes. (5th Edition) You can cast Vicious Mockery as a cantrip. (2nd Edition) You gain 2 psionic power points per level and know 1 telepathic attack mode of your choice (these stack with any other psionic powers or wild talents). Tail: other (prehensile, stinger, insectoid abdomen, etc.)
66 Psychic Aegis. You have a fragment of the strange mental powers of your fiendish forebears, allowing you to defend yourself against mental attacks. (5th Edition) You have resistance against Psychic damage. (2nd Edition) You gain 2 psionic power points per level and know 1 telepathic defense mode of your choice (these stack with any other psionic powers or wild talents). Teeth: blunt
67 Undead within 30 feet of you are treated as 1 hit die higher for determining if they can be turned or destroyed by a good cleric, but are treated as 1 hit die lower for determining if they can be commanded by an evil cleric. Teeth: fanged
68 You gain a +1 bonus on all attack and damage rolls against good-aligned extraplanar creatures. Teeth: metallic
69 Inherited memories grants you proficiency with a single Intelligence-based skill of your choice (1 slot skills only for 2nd Edition). Teeth: needle-like
70 Cast Charm Person once per day. Teeth: other
71 You have the strength and stamina of a demon, granting you proficiency in Athletics. Other: androgynous
72 The militant nature of your ancestors has carried over to you. You gain proficiency with four weapons of your choice. (2nd Edition — this may not be used to buy group proficiencies or specialization). Other: antennae
73 You possess a bite attack dealing 1d6 damage. Other: avian snood, wattle, or caruncles
74 You can speak to snakes and other serpentine creatures (including magical snake-like creatures such as medusae). Other: bleeding pores
75 By concentrating, you may suppress your unusual tiefling physical features, thus appearing as a normal human. This works just like concentrating on a spell—you cannot concentrate on another spell while maintaining this change, and your concentration can be broken in any way that a spell could. Other: bony ridges (on spine or joints)
76 You have preturnatural awareness and cunning, granting you proficiency in Investigation. Other: exoskeleton
77 You carry the seed of plagues and pestilence. You can cast Contagion once per week. Other: external organ
78 Your fiendish blood leaves you unbound by mortal concepts of distance. You can cast Teleport once per week. This ability affects only yourself. Other: extraneous nipple
79 You can smell weakness. When you score a critical hit, you deal an additional die of damage. Other: eyestalks
80 Resistance to Poison (half-damage from Poison-based attacks). Other: forked tongue
81 Resistance (half-damage) against attacks from weapons unless they are magical or made of silver. Other: fungal/leafy growths
82 Resistance (half-damage) against attacks from weapons unless they are magical or made of cold-iron. Other: hermaphroditic
83 Resistance to Fire (half-damage from Fire-based attacks). Other: incongruous footprints
84 Resistance to Cold (half-damage from Cold-based attacks). Other: infernal glow
85 Resistance to Acid (half-damage from Acid-based attacks). Other: infested (lice, fleas, hook-worms, or something more exotic)
86 Resistance to Sonic/Thunder (half-damage from Sonic-based attacks). Other: inhuman voice
87 Resistance to Electricity/Lightning (half-damage from Electricity-based attacks). Other: missing joint
88 Resistance to Blunt Trauma (half-damage from non-magical Bludgeoning attacks). Other: no reflection
89 Resistance to Cuts (half-damage from non-magical Slashing attacks). Other: no shadow
90 Resistance to Punctures (half-damage from non-magical Piercing attacks). Other: profane birthmark
91 You gain an additional +1 racial bonus to your Strength score (to a maximum of 20). Other: smoking breath
92 You gain an additional +1 racial bonus to your Dexterity score (to a maximum of 20). Other: spinneret (can extrude small amounts of a silk-like substance)
93 You gain an additional +1 racial bonus to your Constitution score (to a maximum of 20). Other: strange smell (ashy, rotting, sulferous, etc.)
94 You gain an additional +1 racial bonus to your Intelligence score (to a maximum of 20). Other: uncontrollable twitch
95 You gain an additional +1 racial bonus to your Wisdom score (to a maximum of 20). Other: unnatural temperature
96 You gain an additional +1 racial bonus to your Charisma score (to a maximum of 20). Other: vestigial limb
97 to 99 Reroll twice, ignoring any results of 97 or higher. Reroll twice, ignoring any results of 97 or higher.
100 Player may select one ability of his choice. Roll three times, ignoring any result of 97 or higher.