Shadow Elf Equipment
Shadow elves often find themselves on the front lines against the undead who stalk the caverns of the world below, and have armed themselves accordingly. Against foes whose mere touch can paralyze or kill outright, mobility, protection, and the ability to keep enemies at bay are top priorities. To achieve these aims, the shadow elves turn to their bestial allies, the myriad of giant spiders living underground. Weaving armor from their silk and creating their own versions of the spiders’ webbing, shadow elves face their deathless foes not as quavering prey, but as apex predators.
Dark Iron. Found only in the most lightless depths of the world, dark iron is comparable to adamantine in many respects. Though incredibly durable, the metal has a critical weakness: it dissolves almost instantly in sunlight. Dark iron weapons or armor that spend 1 round in direct sunlight become pitted and obviously worn. A second round causes the item to acquire the broken condition (a broken weapon deals half damage and broken armor provides half its AC bonus, rounded down). A third round causes the item to disintegrate to nothingness.
Item |
Cost |
Weight |
---|---|---|
Mycellium Stake | 15 gp | - |
Radiant Trap | 70 gp | 2 lbs. |
Spiderweb Bomb | 60 gp | 1 lb. |
Mycelium Stakes. These stakes are just as effective at destroying vampires as those made of wood, but they have an additional benefit: when driven into the corpse of a creature, the mycelium in these stakes creates a fungal colony that slowly consumes the corpse, preventing it from returning as an undead. The fungus can consume the corpse of a newly dead creature in 1d6 days, but it works much faster on undead flesh, destroying such remains in a mere 1d4 hours.
Radiant Trap. This metal sphere is perforated with dark iron plugs and filled with pressurized holy water. When the sphere is rubbed with glaring oil, takes at least 1 point of radiant damage, or enters an area of natural or magical sunlight, the plugs dissolve, spraying holy water in a 10-foot radius around the trap. Undead and fiends in the area must make a DC 13 Dexterity saving throw , taking 2d6 radiant damage on a failed save or half the damage on a success.
Spider Silk. This incredibly light and strong cloth is made from woven spider silk. It can be used to create light armor and textiles. Cloth and rope made from spider silk has twice the usual number of hit points, and the AC and the DC to break spider silk rope increases by 2. The difficulty of weaving with spider silk accounts for its high price.
Spiderweb Bomb. A creature can use an action to throw the bomb up to 30 feet at a point it can see. When it lands, the bomb detonates into a mass of sticky webs in a 10-foot radius. If there are at least two solid surfaces within 10 feet of the bomb, the strands adhere to them, creating a lightly obscured area of difficult terrain. The webs dissolve after 30 minutes. A creature in the bomb’s detonation radius or that enters the area while the webs remain must make a DC 12 Dexterity save or be restrained . A restrained creature can escape the webs by using its action to make a DC 14 Strength check. Each 5-foot cube section of the webs can be hacked through (AC 11, 12 hit points, immunity to poison and psychic damage) or burned. A creature restrained by the webs when the webs are burned takes 2d4 fire damage.
Material |
Description |
Cost |
Properties |
Repairability |
Dark Iron |
Comparable to adamantine in its physical characteristics, dark iron is an inky black metal with a faint purplish iridescence. |
×4 |
Hardy, lightweight |
DC 25 smith’s tools, access to a forge |
Spider Silk |
Spider silk is the spun webbing of giant spiders. It is incredibly light and strong. It can be used to make light armor. |
800 gp + 10 x the usual price of the item |
Comfortable, fortified |
DC 25 sewing kit |