Hello, and welcome to another Magic Market. It’s Monster Week here at Necromancers of the Northwest, and that naturally means that today’s goods are all monster-themed. Specifically, they’re intended to be used by monsters. Whether you’re strapping them onto your animal companion or other war beast, or giving them to your familiar to use, or even if you’re a GM looking to make your next encounter a bit more interesting, I’m confident you’ll find something you like.
Note that magic item slots and monsters can occasionally be a confusing subject. Does a dragon have a “feet” slot? Does it have extra feet slots, because it has more legs? What about a hands slot? Most of the items here specifically state that they resize themselves and can be placed in a variety of different places, so, in general, be liberal about where they can go, and just keep an eye out to make sure that the creature in question isn’t already benefitting from a magic item that supposedly uses the same slot.
Amulet of Channel Immunity
Highly valued amongst the undead, the wearer of one of these amulets is completely immune to the effects of the channel energy class feature, including alternate uses of the ability, such as those provided by the Command Undead and Turn Undead feats.
Bracers of Colossal Might
These iron bracers magically alter their size to fit any creature, and are designed to lock into place. Though they are called bracers, they can easily be applied to the forelimbs of non-humanoid creatures, including various animals. As long as the bracers are worn, the wearer’s claw, hoof, slam, and talon natural attacks, if any, are treated as though the wearer were two size categories larger than it actually is (so a Medium creature would deal 1d8 points of damage with a claw attack, instead of 1d4). The bracers do not actually increase the wearer’s size, and he gains no other benefits of an increased size, nor do the benefits of the bracers apply to other forms of natural attack, even if the wearer has them.
Chain of the Devourer
These chains are made of iron, and often fashioned in such a way so that each link of the chain has a long, sharp metal barb protruding from it, in the shape of a jagged tooth or fang. The chain as a whole forms a loop, like a collar or necklace, and magically alters its size to fit whatever creature it is placed on, though when it is not being worn it is usually about a foot in diameter.
Any creature wearing the chain that has the swallow whole ability can swallow creatures up to two size categories larger than it normally could, as the magic of the amulet expands its gut to immense proportions. This may cause the creature to be able to swallow things that are larger than itself. In this case, the wearer’s space is increased to match the space of the swallowed creature, but the wearer does not gain any of the other benefits or penalties associated with increasing its size category. This increase in space lasts only as long as the creature remains swallowed. If the creature dies while swallowed, it is sufficiently broken down for the wearer to return to normal size when the swallowed creature is reduced to -100 hit points.
These rings come in pairs, one for the familiar, and one for the familiar’s master. The master’s ring is typically worn on the finger, but the familiar’s ring might be worn on a tail, or an ear, or even as a nose ring, depending on the type of familiar. As long as the two rings are worn, they grant the familiar the ability to cast spells on behalf of its master. As a full round action which provokes attacks of opportunity, the familiar’s master can “transfer” a single prepared spell to his familiar. The spell in question must have a casting time no greater than 1 round, or it is lost without any benefit. On the familiar’s next turn, it can cast the transferred spell as a full-round action that provokes attacks of opportunity. If the familiar doesn’t cast the spell on its next turn, the spell is lost without benefit. The familiar makes any choices required by the spell (such as what to target, where to place the area of effect, any modes that need to be selected, and so on).
Helm of Breath Channeling
These helms are rarely shaped for human heads, instead being shaped for the elongated faces of dragons and similar creatures. Whatever the case, with a command word, the helm can be pressed to the face of any creature, and will adjust itself to fit that creature, in both size and shape.
Three times per day, when the wearer of the helm uses its breath weapon special ability, it may choose to have its breath weapon deal the maximum possible damage, instead of rolling to determine the damage it deals. This is a free action made as part of using the ability, but must be used before damage is actually rolled. If the wearer does not possess a breath weapon, the helm has no effect.