Husk of Infinite Worlds

Aura: Overwhelming Conjuration; CL: 21st

Slot: Slotless; Wgt: 2,000 lbs

Special Notes / Rules: Artifact

Source: MoE, pg. 123

Description: This fleshy egg-shaped mass is over 10 feet in diameter. Its surface is dark purple in color and covered in black nodules that look like infectious tumors. Along one side is a single flap that runs from slightly below the top, down to the mass of tendrils that makes up the base. The interior is hollow and large enough for a single Large sized creature or smaller to be forced inside. Should a living creature enter the Husk of Infinite Worlds, the flap immediately closes shut and the interior ripples through thousands of unstable pocket dimensions and demiplanes, each lasting a fraction of a second. The effect on the creature inside is immediate.

Each round that a living creature is inside the Husk of Infinite Worlds, it must make a Will save, DC 30, or be stunned for 1 round. Since the flap is closed and the interior is being warped by thousands of superimposed realities, finding the flap and reopening it from the inside requires a full round action and an Intelligence check, DC 25. The flap cannot be opened from the outside and the exterior immediately regenerates any damage done to it, regardless of the method. A creature trapped inside can survive for 1d10 rounds, after which point, their flesh dissolves into steamy liquid and Husk deactivates. Any one within 20' of the Husk of Infinite Worlds once it starts shuffling through planar realities must make a Will save, DC 30, or be confused as per Mythic Confusion until the Husk deactivates.

For as terrifying as that ability is, that is not the true function of the Husk of Infinite Worlds. The nodules on the exterior can be operated by someone while a living creature is trapped inside. To do so requires a full round action that provokes and, for anyone that is not a daelky, requires a Knowledge (arcana) check, DC 45. This assumes that the operator is not eventually confused by the effect of the Husk and a single missed Knowledge (arcana) check means the trapped creature is expelled from the Husk in a highly unstable state. By default, a creature trapped inside the Husk of Infinite Worlds while it has been manipulated will die within 1d4 rounds (no save). For each round that the operator spends manipulating the realities within the Husk, there is a cumulative 1% chance that the seed creature will survive. But even if the seed creature survives, it has been horribly mutated into some monstrosity.

GMs are encourged take this opportunity to add, subtract or alter any of the seed creature's physical characteristics, starting with changing the creature type to aberration and getting progressively stranger and more disturbing from there. The Husk of Infinite Worlds is the pinnacle tool that the daelkyr used to fleshwarp whole new races of aberrations into being and is the direct source of dolgaunts, dolgrims and dolghasts. According to the daelkyr themselves, the only way to destroy a Husk is to find the specific daelkyr that sacrificed its skin to create it and force him inside.