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Castille's Worries




Crafted from enchanted silk, this scarlet and canary backpack hangs loose and open. Its phoenix-crested latch was broken long ago. Perhaps it was slit open as well, given the long line of white stitching along the right side, but there is no way to know. The straps are fashioned from a sturdy leather and the way it sits on the body allows ample room for a fully stocked quiver beside it. Once riled, Castille’s Worries opens its aperture wide like a hungry maw and spits vials from its bottomless belly to bring down its prey.


To be a hero is not to be without doubt

Even paragons harbor anxieties.

Castille listened not to his, but shut them away

Only to have everything he loved pay the price.

Regrets weigh heavier than blades and armor

Sometimes even in death, they doth linger.


Castille's Worries

Small construct, unaligned

Armor Class 19 (natural armor)

Hit Points 90 (12d6 + 48)

Speed 0ft

Str 1 Dex 18 Con 19 Int 8 Wis 16 Cha 18

Skills Deception +7, Intimidation +7, Persuasion +7

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses blindsight 60ft (blind beyond), truesight 60ft, passive Perception 6

Languages Celestial, Common, Infernal, Primordial, telepathy 60 ft.

Challenge 8 (3,900 XP)

Arcane Tempest.

Anytime the bag or another creature fails a save against a spell while within 30ft of Castille's Worries, roll on the Wild Magic table and apply the effect as if that creature had cast the spell.

False Appearance.

While the backpack remains motionless, it is indistinguishable from a normal backpack.

Innate Spellcasting (At Will).

The construct can innately cast Misty Step, requiring no material components.

Magic Resistance.

The construct has advantage on saving throws against spells and other magical effects.

Actions

Lob Potion.

Castille's Worries spits three of the following stored potions at random (reroll duplicates), choosing one to three targets it can see within 60 feet of it:


1. Infirmity Potion: The target must succeed on a DC 15 Constitution saving throw or take (16) 3d10 necrotic damage. On success, the target heals hit points equal to its current Hit Dice instead.


2. Cowardice Potion: The target must succeed on a DC 15 Wisdom saving throw or have its hit point maximum reduced by 7 (2d6) and be frightened of the construct for the next minute. On success, the target gains Advantage on its next attack and gains 7 (2d6) temporary hit points.


3. Shrinking Potion: The target must succeed on a DC 15 Strength saving throw or take 7 (2d6) psychic damage and suffer the effects of being Reduced as per the Enlarget/Reduce spell for the next minute. On success, the creature may reroll all dice on a single weapon attack's damage within the next minute.


4. Venomous Potion: The target must succeed on a DC 15 Consitution saving throw or take 10 (3d6) poison damage and be Poisoned for the next minute. On success, the creature gains resistance to poison damage for the next minute and may use its bonus action to Dash once within the next minute.


5. Potion of Pixie Strength: The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and its Strength score is reduced to 2 for the next minute. On success, the creature gains a fly speed equal to half its normal movement speed for the next minute.


6. Potion of Aquatic Breathing: The target must succeed on a DC 15 Constitution saving throw or be only able to breath underwater for the next minute. If the creature is not underwater it begins to drown and takes 3 (1d6) necrotic damage at the start of its turn for the duration. On success, the creature can breathe normally underwater and on land as well as gain a swim score equal to half its normal movement.


7. Oil of Dullness: The target must succeed on a DC 15 Intelligence roll or take 7 (2d6) psychic damage and for the next minite any time the creature's attacks or spells deal damage, it must reroll the highest die of that damage. On success, the creature may reroll one failed attack roll within the next minute.


8. Draught of Synesthesia: The target must succeed on a DC 15 Wisdom save or its senses become cross-wired for the next minute such that they see sounds, hear colors, and taste pressure. For the duration, the affected creature has Disadvantage on all attack rolls and skill checks. On success, the creature becomes hyperaware and can predict its foes' attacks allowing it to Disengage as a bonus action for the next minute.


At the end of each of its turns, any affected creature may repeat its saving throw for each potion effect it is under, with the effect ending on success.


Castille's Worries

Unique, Intelligent Wondrous Item. Requires Attunement.

Castille’s Worries functions as a Bag of Holding. In addition, the bag holds 4 charges. The owner can expend a charge to pull a fresh Potion of Healing from the bag. This Potion of Healing must be consumed within the next minute or it evaporates into nothingness. Whenever the owner slays a creature with more hit dice than it, Castille’s Worries regains 1 charge. Castille’s Worries cannot regain more than 4 charges in a 24 hour period.


Castille's Worries is an intelligent magic item without an alignment and an Intelligence of 8. It's primary drive is to gather the Ashen Panoply together to 'keep its owner safe', though it may have an alternative motive there. (Okay it definitly does). Otherwise, it is a stick in the mud and consantly mother hen's its owner, advising them to take the most cautious route whenever possible. On command, it can list any of its contents and must do so truthfully.


Along with the rest of The Ashen Panoply,Castille's Worries counts as one attunement no matter how many pieces of the set the character carries.

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