Living Stone is an incredible material that is only found in the Northern Mountains. It can flow as freely as water and transform into shapes large or small all while remaining hard as stone. How it gets its power remains a mystery to scholars in part because of the dangerous weather and terrain typical to the area it comes from, but also because the stone can be elusive. Those brave enough to collect Living Stone must track it like they would an animal.
There is an entire series of books on taming the compound in the Vasteel Atheneum. The subject is fascinating and entirely worth many hours of study.
The Shield of Living Stone holds four charges. You may speak one of the three command words to transform the shield into its corresponding structure. The structures resemble rough natural stone and easily blend into natural surroundings.
You can speak the command word again to cause the structure to revert back into a shield. The shield reappears in the same place that it was left when the structure formed. If at any time the structure falls below 1 hit point, it will revert back into a shield.
The shield regains 1d4 charges every day at dawn.
Murus (1 charge):
When you hold this shield in front of you and speak the command word Murus, it forms into a wall. The wall extends up to 30 feet in a straight line and grows to a height of up to 15 feet. As the wall forms, it flows around objects and pushes creatures out of its way.
When fully formed, the wall has 50 Hit Points and an Armor Class of 17 and weighs about 300 pounds (130 kg).
The wall will retain its form for 30 minutes before reverting back into the shape of a shield if the command word is not spoken before then.
Turrim (2 charges):
You can point the shield toward the grown and speak the command word Turrim to cause this shield to form into a tower. The Tower grows below your feet in a 10-foot by 10-foot column carrying you and up to three other medium-sized creatures within five feet of you up to 30 feet into the air.
When fully formed, the tower has 50 Hit Points and an Armor Class of 17 and weighs about 300 pounds (130 kg).
The tower will retain its form for 1 hour before reverting back into the shape of a shield if the command word is not spoken before then. If the tower ever falls below 1 hit point, while creatures are still on top, it will revert back into the shape of a shield, and the creatures fall and take 3d6 damage.
Caverna (3 charges):
When you hold this shield in front of you and speak the command word Caverna, it forms into a shelter. The shelter grows around you into a 15-foot by 15-foot room. As the shelter forms, it incases you and any objects or creatures inside. It can fit 6 medium sized creatures comfortably and up to a maximum of 9.
As an additional command, you can create an opening in the shelter up to 5 feet squared. If you choose not to have an opening, air cannot enter the shelter, and you and any other creatures inside will suffocate after two hours. The space inside the shelter is completely dark unless the opening lets in light or another light source is used.
When fully formed, the shelter has 100 Hit Points and an Armor Class of 17 and weighs about 1,300 pounds (590 kg).
The shelter will retain its form for 12 hours before reverting back into the shape of a shield if the command word is not spoken before then.
Magic Item Levels
This weapon can optionally level up. Start the weapon with the 1st level feature and unlock more features as the player’s experience grows.
|2nd||+1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.||Rare|
|4th||+2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.||Very Rare|
|6th||+3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.||Legendary|