Wednesday Comics 3 in 1: Doctor Strange #23 (2017)
These all turned out rather apocalyptic in their power levels! Might be better for adversaries to use, or as reasons why empires fell, PCs using them will likely have a bad time. Have at it!
The Carnyx War Horn allows you to control the weather while exposing yourself to being struck by lightning.
Stats: Hold high in the air and blow to activate. Functions the same as Cleric spell "Weather Control" at the 36-37 level which allows the user to create storms, hurricanes and target lightning bolts (10d6 damage). Every round the user wants to alter the effect they must blow the horn which requires a stamina check at a -2 penalty if performed two or more turns in a row. If the stamina check is failed, the weather continues on as it was previously ordered and the user cannot target lightning. Additionally, each round (starting at DC 10) the user of the horn must make a will save or be struck by lightning. Each round that the horn is used to affect the weather (regardless of whether the stamina check was passed) the bearer of the horn receives a cumulative -1 penalty to their will save.
A perfect murder hobo weapon if there ever was one, except for the fact that it makes its wielder so lustful for gold that they eventually consider killing themselves with it. I like the idea of a slain enemy's blood being turned into gold while leaving the flesh and bone unchanged. That way if the characters really want that gold, they'd have to dig and cut it out., which I imagine could be tedious as well as a little grisly.
|1-9||Init -1; Atk Bite +4 melee (1d8+1), Clawx2 +6 melee (1d6+1); silver/magic needed to hit; AC17; HD 7d8; Mv 30'; Act1d20; Fort+6 Ref+3 Will+1 AL N|
|10-99||Init +0; Atk Bite +4 melee (1d8+4), Clawx2 +6 melee (1d6+4); silver/magic needed to hit; AC19; HD 8d8; Mv 30'; Act1d20; Fort+7 Ref+3 Will+1 AL N|
|100-149||Init +1; Atk Bite +6 melee (2d8+4), Clawx2 +8 melee (2d6+4; silver/magic needed to hit; AC21; HD 9d8; Mv 40'; Act2d20; Fort+8 Ref+4 Will+1 AL C|
|150-249||Init +2; Atk Bite +6 melee (2d8+7), Clawx2 +8 melee (2d6+7); silver/magic needed to hit; AC23; HD 10d8; Mv 40'; Act2d20; Fort+9 Ref+4 Will+2 AL C|
|250-449||Init +4; Atk Bite +8 melee (3d8+7), Clawx2 +10 melee (3d6+7); silver/magic needed to hit; AC25; HD 11d8; Mv 60'; Act3d20; Fort+10 Ref+5 Will+2 AL C|
|450-699||Init +8; Atk Bite +8 melee (3d8+10), Clawx2 +10 melee (3d6+10); silver/magic needed to hit; AC27; HD 12d8; Mv 60'; Act3d20; Fort+11 Ref+5 Will+2 AL C|
|700+||I dunno man, come up with something ¯\_(ツ)_/¯|
At neutral alignments, the bear monster just wants to escape to the forest. At chaotic alignments, the bear monster actively seeks to hurt or kill other creatures and destroys products of civilization wherever possible.