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Abyss Beckoners: Difference between revisions

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| controller icon = Gloves Leather F Unfaded.png
| controller icon = Gloves Leather F Unfaded.png
| icon = Gloves Leather F Unfaded Icon.png
| icon = Gloves Leather F Unfaded Icon.png
| description = The {{very rare|Abyss Beckoners}} are a very rare pair of [[Handwear|gloves]] that improve the [[Resistance|damage resistance]] of summons at the risk of driving them {{Cond|Demonspirit Madness|Mad}}.
| description = The {{very rare|Abyss Beckoners}} are a very rare pair of [[Handwear|gloves]] that improve the [[Resistance|damage resistance]] of summons at the risk of driving them [[Demonspirit Madness (Condition)|Mad]].
| quote = Demons will bite their masters, slaves, comrades, and, on occasion, themselves. They bite on principle, and are functionally piranha with extra steps.
| quote = Demons will bite their masters, slaves, comrades, and, on occasion, themselves. They bite on principle, and are functionally piranha with extra steps.
| type = Gloves <!-- Item type. Choose one of: Clothing, Light Armour, Medium Armour, Heavy Armour, Shields, Amulets, Belts, Boots, Cloaks, Gloves, Helmets, Rings -->
| type = Gloves <!-- Item type. Choose one of: Clothing, Light Armour, Medium Armour, Heavy Armour, Shields, Amulets, Belts, Boots, Cloaks, Gloves, Helmets, Rings -->

Revision as of 08:40, 4 April 2024

Abyss Beckoners image

The Abyss Beckoners are a very rare pair of gloves that improve the damage resistance of summons at the risk of driving them Mad.

Description Icon.png

Demons will bite their masters, slaves, comrades, and, on occasion, themselves. They bite on principle, and are functionally piranha with extra steps.

Properties

  • Gloves Gloves
  • Rarity: Very Rare
  •  Weight: 0.5 kg / 1 lb
  • Price: 450 gp
  • UID MAG_Zhentarim_Demonspirit_Gloves
    UUID 7ef359b6-79af-4414-99bc-f93bc5eeed77 (not working)

Special

The wearer of this item gains:

Demonspirit Aura Demonspirit Aura
The wearer's summoned creatures have resistance to all damage except Damage TypesPsychic damage.

At the start of the summoned creatures turn, it must succeed a Wisdom saving throw or be driven Mad Mad.

Where to find

Notes