S.P.I.N.E | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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World of Aloth

S.P.I.N.E

Wondrous Item

Legendary S.P.I.N.E requires attunement by a creature who has made a deal with a powerful devil to wield it.

The Soul-Powered Infernal Nexus Engine, also known as S.P.I.N.E is a mastercrafted piece of infernal machinery and prosthetic engineering which attaches itself to a creature’s spine. This version of the infernal machinery was specifically made for a mortal to wear in an attempt to stave off demonic influence. The machinery also comes with other boons for the integrated person, but first it must be connected to a creature in a painful and almost permanent method which sees the S.P.I.N.E connect itself to the spine of the creature by the help of dozen needles which connect to the spine and nervous system of the creature.

S.P.I.N.E requires attunement by a creature who has made a deal with a powerful devil to wield it. The insertion of the engine can also only be done by that devil and it can also only be removed by that devil upon agreement or contract. The attunement process is painful and a creature who dies to the attunement has their soul consumed by the S.P.I.N.E, and can only be resurrected by a True Resurrection or by Wish. A creature who fulfills the requirements takes 90 (36d4) piercing damage which can not be reduced in any way when attuning to it, a creature who survives is attuned to the S.P.I.N.E and can never unattune to it while it is attached.

A creature who has attuned to S.P.I.N.E has their Constitution score reduced by 2, this reduction lasts as long as the creature is attuned to S.P.I.N.E. S.P.I.N.E also requires one soul coin each month that is used outside of the Nine Hells. If it is not fed a soul coin, your Constitution score is reduced by 1 for each month it is not given a soul coin, this Constitution reduction is permanent, even if you unattune to S.P.I.N.E, and can only be removed by the use of a Wish or similar magic. If your Constitution score is reduced to 0 by S.P.I.N.E, you die and S.P.I.N.E consumes your soul, and you can only be resurrected by a True Resurrection or by Wish.

Infernal Integration. While attuned to S.P.I.N.E, your Charisma score is increased by 2 and your creature type is considered to be both fiend (devil) and
humanoid.

Damage Absorption. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. Additionally, you can use your reaction to absorb an instance of fire damage you would have taken. When you do so, you regain a number of hit points equal to the damage the instance would have done as if you had not been immune or resistant to fire damage. If the fire damage was Hellfire, you instead regain hit points equal to twice the damage you would have taken and you regain an amount of spell slot levels equal to 1 for every 10 points of damage taken (the levels can be distributed any way you want, but can not recover a spell slot above 6th level). Once this reaction is used, it can't be used again until the next dawn.
Demon Breaker. You are immune to being charmed and possessed by fiends (Demons) and any contract or bond which you have with a demon when attuning to S.P.I.N.E is halted while you attuned to it, if you are no longer attuned to S.P.I.N.E, the contract or bond’s effects are active once again, including any consequences or breaks in contract done while attuned to S.P.I.N.E.

Infernal Rebirth. When you are reduced to 0 hit points, but not outright killed, a burst of hellfire spews out of your body burning everything within 20 feet of you. Each creature within the area must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save a creature takes fire damage equal to 2d10 + your level and has their Hit Point maximum reduced by an amount equal to the damage taken. On a successful save, a creature takes half the damage and does not have their Hit Point maximum reduced. This damage ignores resistance and treats immunity as resistance. You are also healed for an amount equal to half the total damage dealt by this explosion. Once this trait has been used, you can’t use it again until a new soul coin has been inserted.

Infernal Consumption. Your radiant consumption trait is switched with an infernal version. You can use your bonus action to unleash hellfire from within yourself, causing a hellish flame to burn out from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). This fire damage ignores resistance to fire and treats immunity as resistance. In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level Once you use this trait, you can’t use it again until you finish a long rest.

Cost: Priceless
Weight: 1lb


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ST9000.

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