DEMONIC GRAFT MACHINE
This machine is a mass of metal tubes, gears, arms, and
wheels that turn and move silently.
At the front of this machine, a wide iron plate fashioned
into the form of a hideous face grins with a wide, open
mouth.
Through the mouth, the innards of the device are visible.
The device is part machine and part demon, infused with
fiendish essence and powered by evil magic.
It is used to graft demonic additions onto the bodies of
willing or unwilling victims.
Anyone that comes within 5 feet of the open mouth must
succeed at a Reflex save (DC 15) or be grabbed by a tonguelike
appendage and dragged into the machine.
Within the bowels of the machine, the victim’s body is
sliced, burned, punctured, and torn.
These operations deal 6d6 points of damage to the victim in
1 round.
In the next round (if the character is still alive), demonic
flesh and essence is added to the victim’s body, restoring
5d6 points of damage.
On the third round, the character is spit out with a new
demonic addition in place (roll on the following table).
Good-aligned characters with a demonic addition must
succeed at a Will save (DC 15) every day or take 1d3 points
of Wisdom damage as the experience slowly drives them
mad.
Characters of a nonevil alignment must succeed at a Will
save (DC 15) each day or succumb to temptation and
perform an evil act chosen by the DM.
This may eventually result in an alignment change.
When characters with demonic additions deal with nonevil
NPCs, they take a –6 circumstance penalty on all Charismabased
checks, such as Diplomacy and Bluff.
The machine does not take a character more than once.
Removing a demonic addition requires severing the limb
and taking 6d6 points of damage.
To regrow the original limb requires a regenerate spell.
The Demonic Graft Machine has hardness 10, 200 hp, and a
break DC of 35.
A victim inside the machine can make an attack with a light
weapon, or he can cast spells if he succeeds at a
Concentration check based on the damage he has taken.
The machine can take two victims at a time, but only
victims of Large or smaller size.
Each demonic addition requires a soul fed into the
machine.
Caster Level: 18th; Weight: 2,500 lb.
VASHARAN WORM POD
This item is a 6-inch-long gray seed pod.
To get the Vasharan worm pod to function, it must be
forcibly inserted into a helpless character’s stomach (a
standard action), dealing 3d6 points of damage to the
character.
For 2d10 days thereafter, gray-white worms grow within
the pod, feeding on the character’s flesh, dealing 1d4 points
of damage each day and creating specialized body parts
within the stomach lining.
Once the worms are fully grown, the character can
mentally command the worms (a full-round action) to
snake a long, fleshy tube out of his stomach and up into his
nose.
Thereafter, until the host of the worm pod retracts the tube
(a standard action), he can command a worm to travel up
the tube, into the nose, through the nasal passage, and into
his mouth.
As a standard action, up to three times per day, the
character can spit a worm up to 30 feet away, hitting a target
with a successful ranged touch attack.
If a worm hits a living creature, it burrows into the
creature’s body and into its vital organs.
The target must succeed at a Fortitude save (DC 18) or die
1d4 rounds after the worm strikes.
Even a target that succeeds at its saving throw take 2d6
points of damage each round for 1d4 rounds, after which
the worm dies.
A remove disease or heal spell kills the burrowing worm,
stopping the damage and the risk of death.
A creature with no discernible anatomy is immune to the
worms and cannot be the host of a Vasharan worm pod.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, slay
living, fabricate, animal growth; Market Price: 35,000 gp.
Weight: 5 lb.
PARASITIC TWIN
Price (Item Level): 91,000 gp (20th)
Body Slot: ––
Caster Level: 13th
Aura: Strong; (DC 21) conjuration
Activation: Standard (manipulation)
Weight: 1/2 lb.
Dragon Magazine #: 336 (Bazaar of the Bizarre: Curios of
Corruption)
This ruddy lump of non-descript flesh feels warm to the touch
and shows no signs of rot regardless of how long it sits.
Anyone consuming this piece of flesh grows a second head
from her left shoulder within 1d6 days. Once consumed, only
a heal or remove disease cast within the first 24 hours prevents
the second head from forming. The second head is physically
similar to the primary head, although often slightly smaller
and more malignant in appearance. The parasitic twin
possesses the same Intelligence, Wisdom, and Charisma
scores as its host, as well as the same alignment portion
relating to law and chaos (but it is always evil).It speaks any
languages the host does, as well as Abyssal and Infernal. The
parasitic twin also has 10 ranks in Knowledge (arcane),
Knowledge (religion), and Knowledge (the planes). It
possesses no other skill ranks, cannot make attacks, and
cannot cast spells. It can, however, make untrained skill
checks that do not require a body, such as Bluff or Listen.
These languages and skill ranks belong to the parasitic twin
and do not aid the host in qualifying for prestige classes.
The parasitic twin has no control of the body beyond its
own head and neck. Any spell effect suffered by the host also
affects the parasitic twin, but the twin cannot be slain without
removing it or killing the host. The parasitic twin can only be
removed by cutting it from the host, a process that deals 10d6
points of damage to the host.
The parasitic twin chooses to aid the host solely based upon
its never-ending quest to corrupt the host to evil and the
worship of dark powers. Every small concession the host
makes might earn her some useful piece of information or a
few hours of cooperation from the parasitic twin. While the
parasitic twin prefers to allow the host to corrupt herself; once
per week it can force the host to make a DC 20 Will save or
perform an evil act. This might eventually result in an
alignment change. Those who are already evil or who
embrace the dark gifts offered by the parasitic twin quickly
find themselves a very close ally.
Any attack that would affect only the user's head (such as a
vorpal weapon) has a 50% chance of affecting the parasitic
twin instead. If the effect targets the user's actual head it
affects him as normal. The parasitic twin then gains control of
the body.
Prerequisites: Craft Wondrous Item, regenerate, creator must
he evil.
EYE OF HORUS
Price (Item Level): 13,200 gp (14th)
Body Slot: ––
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Full and Standard (command)
Weight: ––
Dragon Magazine #: 325 (Magic Shop: Artifacts of the
Pharaohs)
The eye of Horus is a single lens that, when placed over one
eye, seems to meld into the user's flesh. It takes a full-round
action for the lens to be absorbed by the user. A tattoo then
appears surrounding the eye resembling the eye of Horus. The
user can will the lens back out of her flesh as another fullround
action. When the user dies, the eye resurfaces.
Once absorbed, the eye of Horus allows its user to detect evil
at will as a standard action. In addition, the user may cast
protection from evil, disguise self and misdirection, each once per
day and only on himself.
Lore: Pharaohs throughout the ages have kept vigilant
watch over their people using special agents of Re-Horakhty.
Clerics created the eye of Horus, supposedly blessed by Re-
Horakhty himself, to be worn by these agents to protect
them.
Prerequisites: Craft Wondrous Item, detect evil, disguise self
misdirection, protection from evil.
Bondleaf armor
Stump Knife
CHAMPIONS OF VALOR
(3.5)
DUKAR HAND CORAL
This living, magic coral is the legacy of the Dukars, an
almost lost order of peacekeeping aquatic wizards living in
the Sea of Fallen Stars.
When implanted under the skin of the palm, it accelerates
the host’s ability to heal and helps him breathe air (if a
water-breather) or survive underwater (if an air-breather).
The Dukar wizards know how to activate other latent
abilities within the coral (see the Dukar substitution levels
on page 38).
Lore: The Dukar are an order of wizards in the Sea of Fallen
Stars that tries to preserve peace between the often-hostile
races living in that body of water.
(Knowledge [history] or Knowledge [arcana] DC 20) The
wizards are known for their magical coral implants and
extreme specialization in certain schools of magic
Most of the order’s members were wiped out in some longforgotten
conflict and only a handful remain.
(Knowledge [history] or Knowledge [arcana] DC 25).
Description: This piece of coral is about the size and shape
of a medallion, three inches across but barely thicker than a
coin.
It has a convoluted texture, almost like a maze, and has
many colors—pink, pale blue, yellow, and green in
seemingly random patterns.
The coral feels slightly rough and smells like saltwater.
If immersed in salt water, it glows faintly for a moment,
then returns to normal.
The coral absorbs water if it has been dry for a long time,
then feels a little damp for days afterward.
Activation: The coral has to be implanted under the skin of
the palm to function.
Cutting the hand deeply and touching the coral to the
wound is enough to make this happen (the coral pulls itself
into the wound and seals the injury shut behind it).
The Dukar normally do this as part of an initiation
ceremony, but the ceremony is not required.
Once implanted, the coral immediately starts working.
The coral ejects itself automatically from a slain creature,
and the host of the coral can will it to eject itself from his
living flesh, causing 1d4 points of damage in the process
and wounding that hand (see Variant: Damage to Specific
Areas on page 27 of the Dungeon Master’s Guide).
The coral does not interfere with the use of that hand or
magic items on the hand or arm in any way.
The palm looks normal except for a pattern of bumps and
ridges under the skin.
Effect: Implanted coral increases the host’s healing rate;
add his Hit Dice to the number of hit points per day he
recovers from resting (thus a character resting heals
damage equal to his Hit Dice × 2 per day, and a person
resting under long-term care heals damage equal his Hit
Dice × 3 per day).
The coral slowly regenerates the host’s lost limbs and other
destroyed tissue, taking 1d2 days to regenerate a missing
eye and 2d8 days to regrow a missing limb.
If the hand with the implanted coral is lost, the host’s body
cannot use the coral’s power to regenerate, nor can the
hand regenerate an entire body.
This ability does not give the host the regeneration ability
described on page 314 of the Monster Manual (it doesn’t
cause most attacks to do nonlethal damage, and so on).
The coral helps an aquatic host extend how long he can
breathe air.
For example, an aquatic elf can normally survive out of
water for 1 hour per point of Constitution before starting to
suffocate, while a sahuagin can last 1 hour per 2 points of
Constitution.
Treat the host’s Constitution score as 10 points higher for
the purpose of determining the host’s ability to survive out
of water (so an aquatic elf host with Constitution 10 can last
20 hours instead of 10 before starting to suffocate, and a
sahuagin host with Constitution 10 could last 10 hours
instead of 5).
The coral helps an air-breathing host make better use of his
air while holding his breath underwater.
Treat the host’s Constitution as 10 points higher for
determining how long he lasts before needing to make
Constitution checks.
Implanted coral reacts to the presence of other hosts,
glowing eerily (light is equivalent to a candle) when it
comes within 10 feet of another host creature.
The Dukar use this as a symbol of recognition, greeting
each other palm-out.
Though the coral is a colony of living creatures, treat it as
an object for all game purposes.
Aura/Caster Level: Faint conjuration. CL 3rd.
Construction: Craft Wondrous Item, heal or minor creation,
water breathing, 800 gp, 64 XP, 2 days.
Weight: —
Price: 1,600 gp.
PLAYER’S GUIDE TO
FAERÛN (3.5)
KIIRA N’VAELAHR
These bright green gems, each about the size of a man’s fist,
were created for the most skilled spies serving the city of
Myth Drannor before it fell.
When placed against the skin, a kiira N’Vaelahr embeds
itself painlessly into the flesh where it touches, fixing itself
so firmly that it cannot be removed.
Traditionally, such a gem was placed over the heart, but it
may be bonded anywhere the owner desires.
Once implanted, the gem may be moved along the user’s
body through mental concentration.
A bonded kiira N’Vaelahr grants the following powers.
• The kiira N’Vaelahr acts as a sort of recorder, storing the
memories of its current owner automatically.
The stored memories can be replayed as a vision.
Such a review of the information is visible and audible only
to the bearer of the kiira unless he uses another of its
abilities (see below) to make it visible to others.
These memories encompass sight and sound only, and they
are somewhat hazy and difficult to focus on.
(Attempts to see or hear a particular event in the vision take
a –2 penalty on Spot and Listen checks).
The gem’s owner may, as a standard action, will the gem to
record memories in greater detail.
The gem can hold up to 10 hours of such detailed
memories, which impose no skill penalties on later
readings.
At the owner’s option, these detailed memories may
include his thoughts and feelings as well.
• The owner may use detect thoughts at will.
He may also send telepathic messages (including memories
stored in his kiira N’Vaelahr, if desired) to anyone whose
thoughts he is currently reading.
• The bearer gains a +2 resistance bonus on Will saves.
• The gem’s owner may use major image once per day.
Only memories stored in the kiira N’Vaelahr may be
projected in this manner.
• The gem’s owner may use overland flight once per day.
Moderate divination, illusion, and transmutation; CL 7th;
Craft Wondrous Item, detect thoughts, major image, overland
flight; Price 75,040 gp.
MUNDANE ITEMS:
TOXIC TOOTH
Since the invention of alchemical capsules (Complete
Adventurer 119), researchers have continued to develop ever
smaller delivery devices.
The current peak of achievement comes in the form of the
toxic tooth.
Made to look identical to its wearer’s actual teeth
(including the addition of plaque, random filth, and gaping
cavities if necessary), a toxic tooth can hold a single dose of
a contact or inhaled poison.
To activate a toxic tooth, the wearer must bite down hard
enough to crack it, then spit or exhale the poison at an
adjacent creature.
354
Doing so requires a standard action to make a ranged touch
attack, but does not provoke attacks of opportunity.
If the attack hits, the target is exposed to the poison and
must save normally.
Activating a toxic tooth also exposes its wearer to the
poison.
TEETH OF DAHLVER-NAR
The strange and wondrous teeth of Dahlver-Nar give you a
physical link to the vestiges and their power.
Lore: The teeth of Dahlver-Nar bear the name of the first
human to use them.
Rumor among the ignorant holds that the teeth tie your
soul to fiendish forces, granting them control over your
body and even your thoughts.
(Knowledge [history] DC 30).
No one knows who created the teeth, or even how it was
done.
Binder scholars debate whether the items can be created at
all—many contend that a new one simply comes into being
when a soul transforms into a vestige.
(Knowledge [arcana] DC 30).
Individual teeth of Dahlver-Nar have occasionally been
destroyed, but a new version of a destroyed tooth always
crops up at some later date.
However, no more than one version of a particular tooth
ever exists at any given time.
(Knowledge[history]DC 35).
Several versions of the story about the origin of the teeth of
Dahlver-Nar exist, but one aspect of it remains constant:
Dahlver-Nar.
a human cleric, discovered the teeth and made them
known through his use of their powers.
(Knowledge history] DC 30).
Legend says that using the teeth too often or using too
many of them at once can drive the user mad or.
turn her into a tooth beast (see page 88).
How much of this tale is truth and how much is fiction
remains to be seen.
Marry binders have attempted to find out by collecting all
the teeth, but as yet no one has managed to obtain all of
them at once.
(Knowledge [history] DC 30).
Description: Teeth of Dahlver-Nar differ in appearance
according to their associated vestiges.
Many look like the teeth of various humanoids; others
appear more unusual.
Eurynome’s tooth, for example, is a molar as big as 3 dwarf’s
fist, Acererak’s tooth is a ruby shaped like a cuspid, and
Zagan’s tooth is a snake fang the length of an elf’s hand.
Each tooth is inscribed with the seal of a vestige—though it
is unbound by the outer circle common to vestige seals.
The teeth change size to fit the user’s mouth, but only just.
Chupoclops’s tooth juts out of the user’s mouth in the form
of a tusk, beside the two created by his sign.
Activation: To employ one of these items, you must remove
one of your own teeth and put the tooth of Dahlver-Nar in its
place.
This bloody process requires a full-round action and deals 1
point of damage.
Afterward, your tooth is permanently gone; you cannot
later replace it after removing the tooth of Dahlver-Nar.
A regenerate spell replaces lost teeth, so long as no teeth of
Dahlver-Nar occupy the spaces of missing teeth at the time
of casting.
Replacing your teeth with teeth of Dahlver-Nar does not
affect bite damage or give you a bite attack if you normally
lack one.
You must have a tooth of Dahlver-Nar in your mouth for one
full day before you can use its ability.
During that time, you show the sign of the associated
vestige and are under its influence, as described in the
Effect section below.
After the tooth has been in your mouth for 24 hours, you
can activate or deactivate any continuous abilities it grants
as a standard action.
Other abilities require a standard action to use.
Use of an ability granted by this item never provokes an
attack of opportunity, but effects produced by a tooth of
Dahlver-Nar are not supernatural; they can be dispelled and
suppressed in the same way as those of other magic items.
A creature cannot target a tooth in your mouth for the
purpose of sundering or magic effects other than dispel
magic.
The only way a foe can get your tooth is to render you
helpless and physically remove it.
Such a removal deals no damage.
Using teeth of Dahlver-Nar does not give you the ability to
bind a vestige for the purpose of meeting the prerequisites
of a feat or a prestige class.
Teeth of Dahlver-Nar do not occupy a magic item body slot.
Effect: Placing a tooth of Dahlver-Nar in your mouth grants
you a special magical ability, but it also links your soul and
body to the vestige with which the tooth is associated.
When the tooth is in your mouth, you show the sign of the
associated vestige, just as you would if you had actually
bound it.
In addition, you are automatically under its influence, as
though you were a binder who had failed a binding check.
If you choose to ignore the vestige’s influence, you take the
normal penalty for doing so.
The penalty lasts until the tooth is removed, but you can
still use its power.
As normal, the penalties of ignoring the influences of
multiple vestiges stack.
These effects of a tooth of Dahlver-Nar cannot be avoided by
making a binding check, or by using the suppress sign
ability.
If you have access to multiple teeth of Dahlver-Nar, you can
use as many as you wish simultaneously, but you show the
signs and are under the influence of all of them.
Although some vestiges grant natural attacks associated
with their signs, you do not gain those attacks—even
though you show the same sign—unless the tooth actually
grants that power.
Each tooth of Dahlver-Nar grants an ability similar to one
granted by the associated vestige.
The effects of the teeth are not supernatural.
They are Spell-like effects and follow all the normal rules
for such—they can be suppressed by a targeted dispel
magic, for example.
A tooth of Dahlver-Nar is activated by a command word—
specifically, the name of the associated vestige.
The effects of the specific teeth are given below, along with
their saving throw DCs.
Acererak: You can use command undead three times per day
(Will DC 14 negates).
Faint necromancy; CL 5th; Price 10,800 gp.
Agares: You can use earthquake once per day.
Strong evocation; CL 15th; Price 43,200 gp.
Amon: You can use burning hands at will (5d4 fire; Reflex DC
11 half).
Faint evocation; CL 5th; Price 9,000 gp.
Andras: You can use magic circle against evil or magic circle
against good (chosen when expending the use) once per day.
Faint abjuration; CL 5th; Price 5,400 gp.
Andromalius: You can use discern location once per day.
Strong divination; CL 15th; Price 43,000 gp.
Aym: You can use produce flame once per day.
Faint evocation; CL 5th; Price 9,000 gp.
Balam: You can use polar ray once per day.
Strong evocation; CL 15th; Price 5,400 gp.
Buer: You can use neutralize poison once per day.
Faint conjuration; CL 5th; Price 5,400 gp.
Chupoclops: You can use ethereal jaunt once per day.
Strong evocation; CL 13th; Price 32,760 gp.
Dahlver-Nar: You gain a +2 enhancement bonus to natural
armor.
Faint transmutation; CL 5th; Price 8,000 gp.
Dantalion: You can use command three limes per day (Will
DC 13 negates).
Faint enchantment; CL 5th; Price 5,400 gp.
Eligor: You gain a +4 enhancement bonus to Strength.
Moderate transmutation; CL 10th; Price 16,000 gp.
Eurynome: You can use water walk once per day.
Faint transmutation; CL 5th; Price 5,400 gp.
Focalor: You can use call lightning once per day (Reflex DC
11 half).
Faint evocation; CL 5th; Price 5,400 gp.
Geryon: You can use fly once per day.
Faint transmutation; CL 5th; Price 5,400 gp.
Haagenti: You can use lesser confusion at will (Will DC 11
negates).
Faint enchantment; CL 5th; Price 9,000 gp.
Halphax: You can use imprisonment once per day (Will DC
23 negates).
Strong abjuration; CL 17th; Price 55,000 gp.
Haures: You can use phantasmal killer three times per day
(Will/Fortitude DC 16 negates/partial).
Moderate Illusion; CL 7th; Price 30,240 gp.
Ipsos: You gain a +4 enhancement bonus to Intelligence.
Moderate transmutation; CL 10th; Price 16,000 gp.
Karsus: You can use dispel magic three times per day.
Faint abjuration; CL 5th; Price 16,200 gp.
Leraje: You can use greater magic weapon once per day to
grant your weapon a +5 enhancement bonus.
Strong transmutation; CL 20th; Price 21,600 gp.
Malphas: You can use greater invisibility once per day.
Moderate illusion; CL 7th; Price 10,080 gp.
Marchosias: You gain a +4 enhancement bonus to Charisma.
Moderate transmutation; CL 10th; Price 16,000 gp.
Naberius: You can use lesser restoration three times per day.
Faint conjuration; CL 5th; Price 10,800 gp.
Orthos: You can use displacement once per day.
Faint illusion; CL 5th; Price 5,400 gp.
Otiax: You can use fog cloud three rimes per day.
Faint conjuration; CL 5th; Price 10,800 gp.
Paimon: You gain a +4 enhancement bonus to Dexterity.
Moderate transmutation; CL 10th; Price 16,000 gp.
Ronove: You can use expeditious retreat at will.
Faint transmutation; CL 5th; Price 9,000 gp.
Savnok: You move at your normal speed even when wearing
medium or heavy armor or when carrying a medium or
heavy load (unlike other creatures, whose speed is reduced
in such situations).
Faint transmutation; CL 5th; Price 2,000 gp.
Shax: You can use freedom of movement once per day.
Moderate abjuration; CL 7th; Price 10,080 gp.
Tenebrous: You can use deeper darkness once per day.
Faint evocation; CL 5th; Price 5,400 gp.
Zagan: You can use poison three limes per day (Fortitude DC
14 negates).
Faint necromancy; CL 5th; Price 16,200 gp.
Aura/Caster Level: See each tooth for details.
Construction: The means of constructing teeth of Dahlver-
Nar, if it was ever known, is lost.
Each tooth of Dahlver-Nar is a unique magic item.
Weight: —.
Price: See the description of each tooth for details.
RACES OF THE DRAGON
(3.5)
ANGRIZ’S CHEST
This container keeps meat fresh and wholesome.
Lore: Angriz Ulhargix is a half-dragon wizard, a gourmet
cook, and a voracious carnivore.
His monstrous nature makes it difficult for him to shop for
food frequently in the normal fashion, so he crafted this
box to keep large quantities of meat indefinitely.
In this way, he could order an entire haunch of game once
in a while and consume it at his leisure.
The item has since become popular with those who can
afford it, especially the proprietors of large eating
establishments and the managers of nobles’ kitchens.
It has come to be known as Angriz’s chest, though its creator
simply called it a “preserving box”.
(Knowledge [arcana] DC 20).
Description: An Angriz’s chest is a box, about 4 feet on a side,
made of stout wood (usually oak) and lined with oilcloth to
prevent leakage.
Effect: Any dead flesh kept within the box remains fresh
and palatable indefinitely.
Once removed, the flesh begins to decay at the normal rate.
Putting partly decayed meat into the box arrests further rot
but does not reverse previous effects.
Aura/Caster Level: Faint necromancy; CL 1st.
Construction: Craft Wondrous Item, gentle repose, 500 gp, 40
XP, 1 day.
Weight: 50 lb.
Price: 1,000 gp.
1292
TENTACLE EXTENSION (ILLITHID)
This item is designed for use by illithids, though any
tentacled creature may use one.
A single tentacle extension appears as a flexible, 5-foot length
of iron composed of many thin iron threads.
A razor-sharp blade is attached to the end, and a small duct
runs throughout the length of the extension to convey an
illithid’s natural flesh-dissolving enzymes to the tip.
A tentacle extension grants a tentacled wearer a +2
enhancement bonus on attack and damage rolls made for
that tentacle and increases its base damage die by one step.
For illithids, this means that a tentacle attack with a tentacle
extension deals base damage of 1d6 instead of 1d4 points.
A tentacle extension increases its wearer’s reach by 5 feet.
A creature with multiple tentacles can wear multiple
extensions, if desired.
Strong evocation and transmutation; CL 12th; Craft Magic
Arms and Armor or Craft Psionic Arms and Armor,
tentacled creature; Price 32,000 gp; Weight 2 lb.