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Wondrous item, artefact (requires attunement)
Knowledge acquired from the Tome of the Far Realm

The Hand of Narkul is a mysterious alien artefact. Its origins are largely unknown. Severed from the arm of a mythical creature from the Far Realm, it’s rumoured to yield unfathomable power and knowledge. Lost into the Realm Rift after the defeat of Otwic Anthomodus 300 years ago, none have seen it since.

Attunement
To attune to the hand, you must cut off your right hand at the wrist and then press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die and a new Realm Rift is torn between your current plane and the Far Realm.
When you first attune to the artifact, you immediately gain the adjusted ability scores and the Fount of Knowledge properties and you alignment changes to chaotic evil. You then gradually progress through the stages of Narkul’s Command as your bond to Narkul strengthens (see Stages 1, 2 and 3). How quickly you acquire them depends on the GM’s discretion. Adjusted Ability Scores. Your Strength score and your Intelligence score increase by 2, to a maximum of 24.

Fount of Knowledge
You add your proficiency bonus to any Intelligence checks made to recall a piece of knowledge, or twice your proficiency bonus if you are proficient in the appropriate skill. Narkul’s Command. The moment you attune to the Hand, you immediately begin to experience the symptoms of a split personality as Narkul’s gradually replaces yours. At the beginning of each day, you must succeed on a DC 10 Charisma saving throw. On a failed saving throw, Narkul’s personality overwhelms yours and you lose control of your mind and body for 24 hours (you become an NPC under the control of the GM).

Stage1: Whispers of the Void
You begin to physically transform into an alien creature, a servant of Narkul. Your arms transform into a myriad of tentacles and the features of your face start to disappear. The DC of the Charisma saving throw to resist Narkul’s Command increases to 15. You can use an action to cast the following spells (save DC 18):
3 per day:

1 per day:

Stage 2: Acolyte of the Hand.
Your physical transformation continues and accelerates, as does your bond and obedience to Narkul. Your torso grows translucent, showing your internal organs. Large air sacks bulge from your belly and back, lifting you 10 feet into the air, providing the ability to fly 60 feet (hover). Your head completely changes into a slimy, lizardlike eyeless cranium, and your legs morph into a tangle of slithering tentacles. Your type changes to aberration and you gain resistance to psychic damage. The DC of the Charisma saving throw to resist Narkul’s Command increases to 20. You can use an action to cast the following spells (save DC 18):
At-will:

3 per day:

1 per day:

Stage 3: Avatar of Narkul.
You can no longer make Charisma saving throws to resist Narkul’s Command. Narkul’s personality devours your own. You become an alien entity entirely under the control of Narkul. You can move between the Material Plane and the Far Realm freely. Doing so ignores any negative effects of a Realm Rift. Your physical transformation and obedience to Narkul is complete and irreversible. Any trace of your past nature is gone. You can communicate telepathically with Narkul and can understand its foreign speech.

Destroying the Hand.
The Hand of Narkul is indestructible for as long as Narkul lives. The only way to destroy it is to kill Narkul. If anyone is bearing the Hand of Narkul when the Collector dies, the hand withers and falls off harmlessly after a week

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