"Crashing waves and winding tunnels, sunken eyes and forgotten bones. Cut from cloud and dragged below, the deep ones lurk in empty homes. Once above, then below, the God's eternal lungs still drown,
Murky teeth and severed tongues, the withered coral becomes a crown."
-Elegy for Lenivirr
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A harpoon made from a cold blue stone and silver metal. It crackles with energy.
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Energy Shot
+3 to hit, 2d8 + 2 piercing damage. 30ft range.
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Chain Harpoon
+2 to hit, 1d12 + 2 necrotic damage and pulls enemy close. Cannot shoot again until enemy has been removed from harpoon, or new harpoon is fitted (uses a turn). 15ft Range.
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At second level, as the user grows closer with the weapon, they gain Divine Deception, the ability to add +6 to any charisma roll. This can be used once per long rest.
At third level, as the user grows closer with the weapon, they gain Abyss Lurker, the ability to meld with any shadow and travel instantaneously from one part of the same shadow any other. While travelling, the user becomes untargetable, unable to deal damage, and invisible. This ability cannot be used mid-fight, but can be used to start a fight. In this instance, the user will have the element of surprise and gain advantage on their first attack roll.
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Recovered from Chalke, found washed up on the coast.
1,000G Rent 3,000G Buy
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