Hag Cauldron

Wondrous Item, major, unique (requires attunement)

This great wooden cauldron was originally carved and imbued with magic by a powerful green hag. The cauldron is an extremely potent item that harnesses the energy of the surrounding swamp to work its evil magic. A character attempting to destroy the cauldron will find it impervious to physical damage. If a character attempts to cast dispel magic on it, the enchantment on it counts as a 7th level spell. If the enchantment is successfully removed, the cauldron becomes nonmagical and can be destroyed normally.

   If a character wishes to ascertain the cauldron’s purpose, they can make a DC 15 Intelligence (Nature) check. On a success, the character learns that the cauldron is tied to the life energy of the surrounding environment.  They also learn the various rituals and rites that need to be performed in order to invoke the effects listed below. In order to cast a ritual, the player must make a successful Wisdom check and spend a specified amount of time concentrating on the cauldron as though concentrating on a spell. A character with proficiency in Nature can add their proficiency bonus to this roll. If the effect requires a target, the target must remain within 30 feet of the cauldron for the duration of the ritual. Once a ritual has been cast, that ritual cannot be used again until the next dawn.

   Imbue Weapon (DC 11). The caster places one weapon or up to 10 pieces of ammunition inside the cauldron and spends 10 minutes concentrating on it. They then leave the item in the cauldron for a period of 8 hours. 

   Once this time is past, the item inside the cauldron is enhanced for the next 24 hours. For the duration, it has a +1 bonus to attack and damage rolls. Additionally, if it is ammunition for a ranged weapon, attacking with it at long range doesn’t impose disadvantage on your ranged attack rolls. 

   Life Harvest (DC 14). The caster targets a creature and concentrates on the cauldron for 1 hour. At the end of this hour, the cauldron begins to drain life from the target. 

   While this effect persists, the target creature must make a DC 17 Constitution saving throw at the end of each of its turns. On a failure, the target takes 3 (1d6) necrotic damage. On a success, the effect ends. Otherwise, the effect ends only if the caster stops concentrating on the cauldron or the target dies. Once the effect has ended, the cauldron conjures a number of wisplings based on the total damage done – one wispling for every 3 points of damage or 1 swarm-o’-wisps for every 15 points. Creatures created this way are under the caster’s control and last until destroyed. 

   Transformation (DC 17). The caster targets a creature and concentrates on the cauldron for 4 hours. Once the casting is complete, the target must make a DC 17 Wisdom saving throw or be transformed into a beast of CR 1 or lower that has a swimming speed. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. The transformed beast is under the caster’s control and stays in its new form until it dies, at which point the caster receives a brief vision of the last few seconds of its life. The transformation can be ended early with the greater restoration or wish spells.

Section 15: Copyright Notice

The Whispering Fen © 2019, The Eldritch Press; Authors Fletcher Haug and Guy Corey

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