Ring of Evil Form

Description

  • There are several types of these rings:
    • Ring of Ogre Form
    • Ring of Ettin Form
    • Ring of Troll Form
    • Ring of War Troll Form
    • Ring of Cyclops Form
  • To activate each à personal blood donation must be made in a ceremony to the Empress of Hell, Ka.
  • Once per day, it is possible for the wearer to take the evil form.

D&D 5th Edition Properties

  • When attuning to the ring, the wearer loses 1d6+4 HP from its Maximum HP.
    • If this loss is prevented the wearer will not be attuned to the ring.
    • These HP cannot be regained short of a Wish spell, in which case the attunement will be broken.
    • If a different creature attunes itself to the ring, the previous attunement is broken, but the HP are not regained.
  • With 1 action, an attuned wearer can transform into the evil form corresponding to its ring.
    • This last for 1d4 hours.
    • It can be ended with an action.
    • The wearer takes on the exact statistics of the corresponding evil form, including mental, but excluding alignment and languages, losing all its current abilities, except for one known language.
    • When reverting to its original form, the wearer:
      • Reverts to its original form with its orignal current HP
      • Gains 1 level of exhaustion
    • However, if the evil form's HP drops to 0, the wearer:
      • Reverts to its original form with its orignal current HP
      • Is prone
      • Is stunned until the end of its next turn
      • Gains 2 levels of exhaustion instead of just 1

Evil Forms

Ogre

Large giant, chaotic evilArmor Class 11 (hide armor)Hit Points 59 (7d10+21)Speed 40 ftSTR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)Senses darkvision 60 ft.ActionsBattleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.Rock. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.Chain Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone or is grappled. On a successful save, the creature takes half as much damage and isn’t knocked prone or grappled.Chain Smash. (Recharge 6) Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Ettin

Large giant, chaotic evilArmor Class 12 (natural armor)Hit Points 85 (10d10+30)Speed 40 ft.STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)Senses darkvision 60 ft.Skills Perception +4Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Wakeful. When one of the ettin’s heads is asleep, its other head is awake.ActionsMultiattack. The ettin makes two attacks with its battleaxe.Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Troll

Huge giant, chaotic evilArmor Class 13 (natural armor)Hit Points 105 (10d12+40)Speed 40 ft.STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)Skills Perception +2ActionsSquash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target’s space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.Multiattack. The giant makes two battleaxe attacks.Mace. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

War Troll

Huge giant, chaotic evilArmor Class 18 (plate armor)Hit Points 125Speed 40 ft.STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 7 (-2) 9 (-1) 6 (-2)Skills Perception +2ActionsMultiattack. The giant makes two battleaxe attacks.Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8 + 5) slashing damage.Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.Charge (Recharge 4-6). Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d10 + 5) bludgeoning damage. While charging, it can move up to its speed, even through enemy spaces with provoking opportunity attacks. Every enemy in its path, including the target, must make a DC 16 Strength save or fall prone and receive 7 (2d6) bludgeoning damage. If the intended target of the attack fails it save, it is also pushed back 5 ft.

Cyclops

Huge giant, chaotic neutralArmor Class 14 (natural armor)Hit Points 138 (12d12+60)Speed 30 ft.STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.ActionsMultiattack. The cyclops makes two flail attacks.Two-Handed Flail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d8 + 6) bludgeoning damage.Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.