Demon Dice

The Demon Dice (Rare Cursed Item)

Description – A set of the three six-sided dice made of bone, Demon Dice are vile creations that promise riches but more often than not cause misfortune. The ones on the dice are carvings of a single bloody eyeball but the rest of the numbers are generally in elven, tallies, or common text.

Evil Aura – The dice radiate evil. Even people who are not paladins will sense the murderous intent within the dice. Anyone within five feet of the dice will feel as if they are being watched by a powerful predator ready to pounce.

Using the Dice – A person may roll the Demon Dice once per day. Once the dice are rolled, their effects are immediate and unavoidable. No amount of cheating, special abilities, skills, other items, or magic can be used to adjust or change the dice roll. Here are the results of the Dice.

Three Ones (1/1/1) – Clawed hands emerge from the ground and drag the individual into the abyss. Victims are transported to a random level of the abyss.

Two Ones and any other number other than one (1/1/2>) – A valuable gemstone appears. Its value is equal to 10,000 x the third rolled number in gp. 

A single one and any other numbers (1/X/X) – The victim is permanently blinded in one eye. 

Three Twos (2/2/2) – The roller grows a pair of skeletal wings. These wings do not allow flight but result in a permanent -2 penalty to Charisma.

Two Twos and any number greater than two (2/2/3>) – The roller’s arms turn into two poisonous snakes that bite the roller continuously until they die.

Three Threes (3/3/3) – The roller gains a permanent +3 bonus to the ability score of their choice.

Two Three and a two (3/3/2) – The roller loses 2d6 Strength permanently.

Two Threes and anything higher than four (4/4/5>) – The roller turns into stone.

Three Fours (4/4/4) – The roller becomes a different race at random. They lose their old racial abilities and gain the new ones.

Two Fours and an even number other than four (4/4/2 or 6) – Depending on the third dice number, the roller suffers 2 or 6 levels of exhaustion.

Two Fours and an odd number (4/4/3 or 5) – Depending on the third dice number, 3 or 5 ghosts are summoned and attack the roller. They may try to possess other people in order to attack the roller. The ghosts do not disappear until destroyed.

Five Fives (5/5/5) – The roller explodes five times as if by a fireball cast by a 10th level caster centered on them. They don’t receive a saving throw. They take 40d6 fire damage.

Two Fives and an another number greater than or less than five but not one (5/5/2 or 3 or 4) – The roller suffers a painful transformation growing demonic deformities equal to the third dice such as horns, tails, leathery non-flying wings, red skin). They suffer a -4 permanent penalty to Constitution.

Two Fives and a six (5/5/6) – The roller’s size shrinks to tiny. This effect is permanent.

Six Sixes (6/6/6) – The roller transforms into a nalfhesnee (see Monster Manual). Their alignment changes to chaotic evil. They lose their class and all of their former racial abilities. Their stats are replaced and they gain all of the abilities of the nalfhesnee.

Two Sixes and any number other than one or less than 5 or one (6/6/2 or 3 or 4) – If the third number is above the roller’s current level, they are now that level. (For instance, a level 1 character rolls two sixes and a three, they are increased from level 1 to level 3). If the third number is under the roller’s current level, they are now that level. (For instance, a level 10 character rolls two sixes and a two, they are reduced from level 10 to level 2). If the number matches the roller’s level than one ability score increases by 1.

Two Sixes and a Five (6/6/5) – Five chests of gold appear. Each one contains 10,000 gold pieces.

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