Shard of the Sunken God


Don’t store it there you fool, you’ll blunt it!

This relic is a dagger-length shard of impossibly sharp, non-terrestrial black metal that seems to absorb the light around it. A hilt of solid, crimson coral has grown around the metal shard, fused as one. The dagger is strangely cold to the touch, as if just pulled from a crushing, sunless deep.

The Shard functions as a +1 Dagger.

  • Indestructible: Indestructible by mundane means and ordinary magic; only a specific counter-ritual (or Wish/divine miracle) can sunder it.
  • Worthless: The dagger cannot be sold. Reputable merchants and collectors recoil from it, while zealous factions or priesthoods will seek to cleanse, imprison, or destroy its bearer.

*stabs you*

Curse Part 1: The Coral Blight

Any creature wounded by the Shard of the Sunken God must make a Save vs. Poison.

  • On a failed save: The creature is infected with Coral Blight. They suffer a -1 penalty to Dexterity as painful coral growths sprout from the wound. This penalty is cumulative with subsequent failed saves.
  • On a successful save: The creature’s constitution resists the abyssal infection. That creature is then immune to this dagger’s Coral Blight effect for the next 24 hours.
  • Permanent Mutation: If a single creature fails three saving throws against the Coral Blight (total, not necessarily consecutive), the coral begins to fuse permanently with their body. If this condition is not cured by Remove Curse or Cure Disease within 12 hours, the victim suffers 1d4 points of permanent Constitution drain. They have begun the irreversible transformation into a Twisted Coral Mutant (DM’s discretion).

Something isn’t right here..

Curse Part 2: The Sunken God’s Bargain

The Shard is a sentient, malevolent entity that offers power in exchange for fealty. Upon first touching the dagger, the bearer must make a Save vs. Spells to resist its call. Failure means they are immediately attuned and the curse progresses to Stage I.

Stage I: The Whisper The wielder feels a constant, cold presence and hears the alien whispers of the deep. They are compelled to keep the dagger on their person at all times. The curse can be broken at this stage by a Remove Curse or Dispel Evil spell.

Did you get a new tattoo?

Stage II: The First Bargain At a moment of true desperation (e.g., first time bloodied, facing certain death), the dagger offers a boon. If the wielder accepts (no save required), the curse progresses.

  • Benefit: The wielder heals 1d4 hp immediately after felling a foe (1+ HD), maximum once per round.
  • Drawback: Crimson coral begins to grow on the wielder’s dagger hand, forming a pitted, unnatural gauntlet. This hand is now permanently fused to the dagger’s hilt. The dagger cannot be dropped, disarmed, or removed by any means short of amputation or the counter-ritual.

“You are wounded. I can heal you. Accept my blessing.”

Stage III: The Templar’s Form After the wielder has slain 10 significant (1+ HD) foes, the curse progresses.

  • Benefit: The coral gauntlet spreads, forming a partial suit of living coral armor. The wielder’s natural (unarmored) AC becomes AC 3 [16] (equivalent to Plate Mail). They also gain the Amphibious ability, able to breathe water as easily as air.
  • Drawback: The wielder’s appearance becomes monstrous. They gain Sunken Resolve (immune to fear and charm effects) but suffer a -2 penalty on all social reaction rolls with surface-dwellers.
Tai chi on the beach improves balance and flexibility.

Stage IV: The Scourge The wielder is now a true agent of the Sunken God.

  • Benefit: The wielder’s off-hand can produce a “net” of adhesive coral-kelp once per day (uses the wielder’s normal attack bonus; target must Save vs. Paralysis or be restrained).
  • Drawback: The wielder must inflict the Coral Blight on a new victim at least once per week. Each week this condition is not met, the wielder’s own body calcifies, causing them to suffer 1 point of permanent Constitution drain until the tithe is paid.

Stage V: The Coral Templar The wielder’s personality is wholly submerged. They become an NPC (see Coral Templar stat block) under the DM’s control, their only goal to spread the blight and serve the abyssal powers of the deep.


Breaking the Curse

At Stage I, the dagger’s influence might be suppressed or broken by a Remove Curse or Dispel Evil spell. At Stage II or higher, however, the curse is bound permanently to the wielder’s body and soul. Severing this bond is a monumental task requiring far more than common magic. The exact method is left for the DM to devise, but could involve a Wish, a direct miracle from a powerful god, or a unique and perilous counter-ritual discovered through high adventure.

That’s a good way to cut yourself.

d12 Table of Abyssal Taints

Roll once on this table for Stage 1, and again for each stage advanced.

d12Abyssal Taints
1The Gurgling Voice: The wielder’s voice becomes permanently wet and gurgling, as if their lungs are partially filled with seawater.
2The Alienating Scent: The wielder exudes a faint, sickeningly sweet smell of low tide: briny rot, dead fish, and seaweed. Animals are immediately unsettled by it.
3The Cold Within: The wielder’s body temperature permanently drops. Their skin is cold and clammy to the touch, and their breath mists in temperate air. They gain a +2 bonus to Saves vs. Cold.
4Sunlight Sickness: The wielder’s senses are attuning to the sunless deep. In bright, direct sunlight, all actions (attacks, saves, checks) are at a -1 penalty.
5Murky View: In bright light, colors seem muted and desaturated. In dim light or darkness, however, their vision becomes preternaturally sharp (gaining Darkvision 30ft, or extending existing Darkvision by 30ft).
6Brittle Skin: The wielder’s “soft” un-armored skin becomes dry, flaky, and brittle. They gain a Vulnerability to Bludgeoning damage, taking +1 damage from maces, flails, and clubs.
7The Unblinking Stare: The wielder’s blink reflex slows, allowing them to stare without blinking for minutes at a time. Anyone they hold a conversation with must make a Save vs. Spells or become deeply unnerved (e.g., -2 on reaction rolls).
8Tidal Insomnia: The wielder no longer sleeps in a single block. They can only rest in short, 1-2 hour bursts, like a dolphin, and are constantly roused by the faint, imaginary sound of crashing waves.
9Reflects the Deep: The wielder’s eyes become milky and pale. When someone looks into them, they don’t see a reflection of themselves, but of a dark, murky, underwater expanse.
10Iron’s Burn: The wielder’s corrupted flesh rejects terrestrial iron. Any wound from a common iron weapon (not steel) burns, dealing +1 damage. Cold Iron deals +1d4.
11Salt Cravings: The wielder develops an intense, gnawing hunger for salt. They must consume at least a handful of pure salt (or drink a cup of seawater) each day. If they fail to, they become agitated and distracted, suffering a -1 penalty on all rolls until the craving is satisfied.
12Webbed Digits: A thin, translucent, and slightly slimy webbing begins to grow between the wielder’s fingers and toes. It provides no mechanical bonus to swimming but is impossible to hide.
Coral shoes are surprisingly comfortable.

The Coral Templar

Deep-sea Horror, Medium Humanoid (Mutated), Chaotic

Armor Class: 3 [16] (Coral Plate)

Hit Dice: 6 HD (6d8+6, 33 hp average)

Attacks: +5 to hit (THACO 14) with:

  • Coral Dagger: 1d6+1 damage + Coral Blight
  • Coral Spear: 1d8 damage
  • Net Attack: Special (see below)

Movement: 90′ (30′) land / 120′ (40′) swim

Saving Throws:

  • Death/Poison: 10
  • Wands: 11
  • Paralysis/Petrification: 12
  • Breath Attacks: 13
  • Spells/Rod/Staff: 14

XP: 600

Morale: 11


Special Abilities:

  • Coral Armor: The Coral Templar’s armor is fused living coral, granting it AC 3 [16]. It is resistant to bludgeoning damage (takes half damage from bludgeoning attacks, minimum 1).
  • Coral Blight (Ex): Any creature wounded by the Coral Templar’s coral dagger or touch attack must make a Save vs. Poison or begin to sprout coral growths.
    • Effect: For the next 1d4 rounds, the affected creature suffers –1 to Dexterity and suffers disadvantage (or a –2 penalty) on DEX-based checks and delicate tasks (picking locks, fine tool work, balancing, etc.). Track Blight saves cumulatively: after three total failed Blight saves (not necessarily consecutive), the coral truly fuses, dealing 1d4 points of permanent Constitution drain as the creature becomes a nascent Coral Mutant. This fusion can only be halted by powerful magic (e.g., Remove Curse, Greater Restoration, Heal).
  • Net Attack (Special): The Coral Templar can throw its heavy fishing net at a single target within 10-20 ft. The attack roll is made using its normal +5 to hit. If it hits, the target must make a Save vs. Paralysis or become restrained. A restrained creature cannot move and has disadvantage (or -2 penalty) on attack rolls and Dexterity checks. Breaking free requires a successful Open Doors check (usually 1-in-6 chance, or 2-in-6 for a strong character) or dealing 1d4 slashing damage to the net (AC 9 [10], 2 hp). The Templar carries only one net and takes 1 round to retrieve it if thrown.
  • Sunken Resolve (Ex): Immune to fear, charm, and illusions that manipulate perception.
  • Amphibious: Can breathe both air and water.
  • Resist Cold: Takes half damage from cold-based attacks.
  • Vulnerability to Acid: Takes double damage from acid-based attacks.

Description:

The Coral Templar is a horrific fusion of man and abyssal coral, a grim sentinel of ancient, drowned powers. Clad in armor of crimson, gnarled coral, its form is often unnervingly disproportionate, hinting at the agonizing transformation it underwent. Beneath its helm, glowing eyes of baleful red or yellow peer out, betraying a consciousness consumed by an unholy purpose. One hand grips a dagger with a hilt of the same living coral, its blade a shard of impossibly dark, light-absorbing metal. The other might wield a crude spear fashioned from petrified kelp or hold a heavy fishing net, a macabre reminder of its former life. It moves with a heavy, deliberate gait, its coral plating scraping softly, leaving a faint, briny scent in its wake.

Tactics:

The Coral Templar is a relentless foe, preferring to engage directly. It will often open combat by throwing its net to restrain a dangerous ranged attacker or spellcaster, then close the distance to inflict Coral Blight with its dagger, prioritizing targets that show signs of magical ability or martial prowess. It has no fear and will fight until destroyed, or until its master’s commands are fulfilled.

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