TEXT: Badge of the 86th Battalion
   
  Wonderous item, legendary (requires attunement)
  Probably the 86th Battalion's most protected secret, as it
  reveals the 86th's true strength lies not in it member's
  extraordinary abilities, but the fact that they can be
  summoned and recalled in a relatively short time over any
  distance, or plane. Using a special, alchemized badge
  representing the 86th Battalion, they can swiftly teleport
  using the badge's imbued magics.
  While attuned to the badge, you can spend five minutes
  concentrating to activate and tune the badge's magic to
  teleport to any of the Empire-controlled Teleportation Gates
  within 4000 miles of the attuned. Of course with such magic
  follows risks and restrictions.
  1) Should the attuned be slain the Badge will break and
  become unusable.
  2) If the correct protocols are not followed, it will cause a
  caustic backlash from the Weave itself (visit the Table below).
  3) To make use of the Badge, then you are required by
  imperial law to make a blood offering to the Empress and
  swear undying loyalty in her name. A stand-in may be used if
  the soldier has no blood or is not sentient.
  4) Should the badge be lost or your attunement severed,
  you have 24 hours to reacquire and reattune to the Badge.
  5) If the fourth requirement is impossible or the time limit
  reached, the badge's magics will become unstable and result
  in a violent clash of magics. All matter within a 20-foot sphere
  centered on the Badge takes 106 (19d6+40) Force damage. If
  this damage reduces anything to 0 hit points, it is
  disintegrated. A disintegrated creature and everything it was
  wearing and carrying, except magic items, are reduced to a
  pile of fine gray dust. The creature can be restored to life only
  by means of a true resurrection or a wish spell. This property
  automatically disintegrates a Large or smaller non-magical
  object or a creation of magical force. If the target is a Huge or
  larger object or creation of force, this effect disintegrates
  whatever material that was inside the sphere. Magic ites are
  completely unaffected.
  
  Magical Whiplash
  Roll
  1d8 Name
  Effect
  1
  Complete
  Disconnect.
  You are unable to access the Weave, and are unable to commune with anything of a higher plane
  unless they are brought to you by an outside force. You cannot cast spells anymore. Ever. All
  knowledge you had is retained, however, you cannot practice any sort of magic, be it divine or
  manipulation of the Weave, ever again. This can only be cured by the Will of the Gods themselves, or
  any extradimensional being capable of forming a Pact.
  2
  Hell's
  Everlasting Fury.
  The badge ignites with black, writhing flames that melt and ignite anything they touch. Whoever
  touches the Badge must succeed a DC 19 Constitution Save of take 10d6 Fire and 10d6 Necrotic
  damage and must succeed a DC 19 Wisdom save, rolling on the Indefinite Madness table (DMG pg.
  260) on a failure. Succeed the initial save and you take half damage and are not forced to make the
  Wisdom save.
  3
  Fear The Night.
  You feel the cold, emotionless eyes of the Empress, and despite being a continent apart, can feel her
  eveburning malice at your throat. You are unable to gain any benefits from Sleeping or resting, except
  staving away exhaustion. You must succeed a DC 19 Wisdom Saving throw every Long Rest or be
  Frightened by the color black, blood, or fangs for an entire day as they repeatedly visualize or dream of
  their violent death at the hands of the Empress.
  4
  Bloody Crow.
  After earning the Empress' ire for breaking the vow, she sends her personal Assassin to kill you, by the
  name of Bloody Crow. She sends you a letter acknowledging your abandonment of the vow and your
  exile, delivered by a slain and risen crow. Your death is all but imminent within the next 1d10 days.
  5
  Interdimensional
  Exile.
  Oily black smoke rises from the badge, pouring into your skin. You feel excruciating pain as you are
  torn from this plane. Make a DC 19 charisma saving throw, on a failure you are teleported to the
  depths of the Abyss, on a success you manage to steer yourself to a location relatively close to a
  planar gate. (DM rolls 4d12, you are that many miles away from the nearest planar gate.)
  6
  Lost Memories. You suddenly can't remember what this strange badge is, or why its in your possession. As you watch
  it slowly fades away, leaving you with a mere figment of a memory. Make a DC 19 wisdom saving
  throw, on a failure you forget about the existence of the 86th Battalion, your membership of the
  organisation, and any important Imperial secrets, such as the existence of the badge you were
  carrying. On a success you recall some information, but its very hazy. If you are ever reminded of the
  existence of this badge by someone you trust unconditionally you must make a DC 19 wisdom saving
  throw. On a success you manage to recollect some scattered memories, on a failure you take 8d10
  psychic damage and roll once on the Indefinite Madness table.
  7
  So-Fucking-
  What?
  Nothing. The Empress is neither wrathful, disappointed, or entertained by your disavowal. You are
  exiled from the City of Blüdhaven and your belongings in the city are being kept as payment and bribe
  as to spare your life.
  8
  You've Served
  Me Well.
  The Empress sends a letter, delivered by a dove, of your retirement and a small gift of Xd12 gp. X=
  Number of years in her service.
  
  Bloody Crow
  Medium undead (shapechanger), lawful evil
  Armor Class 18 (studded leather, partial armor)
  Hit Points 153 (18d8 + 72)
  Speed 29ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 22 (+6) 18 (+4) 16 (+3) 17 (+3) 16 (+3)
  Saving Throws Dex +10, Wis +8
  Skills Acrobatics +10, Stealth +10, Sleight of Hand+10,
  Perception+8, Deception+8
  Damage Immunities necrotic; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Senses darkvision 180ft., passive Perception 18
  Languages Common, Dwarvish, Elvish
  Challenge 16 (15,000 XP)
  Legendary Resistance (3/Day). If The Bloody Crow fails a
  saving throw, he can choose to succeed instead.
  Molted Step. If a creature attacking the Bloody Crow
  misses, he leaves behind a cloud of black feathers to
  disorient his attacker, granting him Advantage on
  attacking them until the beginning of his next turn.
  Misty Escape. When he drops to 0 hit points outside his
  resting place, the Bloody Crow transforms into a cloud
  of mist (as in the Shapechanger trait) instead of falling
  unconscious, provided that it isn't in sunlight or
  running water. If he can't transform, he's destroyed.
  While he has 0 hit points in mist form, he can't revert
  to his vampire form, and must reach his resting place
  within 2 hours or be destroyed. Once in his resting
  place, he reverts to his vampire form. He is then
  paralyzed until he regains at least 1 hit point. After
  spending 1 hour in his resting place with 0 hit points,
  he regains 1 hit point.
  Regeneration : The vampire regains 20 hit points at the
  start of its turn if it has at least 1 hit point and isn't in
  sunlight or running water. If the vampire takes radiant
  damage or damage from holy water, this trait doesn't
  function at the start of the vampire's next turn.
  Shapechanger. If the the Bloody Crow isn't in sunlight
  or running water, he can use his action to polymorph in
  to a Tiny bat or a Medium cloud of mist, or back into
  its true form. While in bat form, the vampire can't
  speak, his walking speed is 5 feet, and it has a flying
  speed of 30 feet. His statistics, other than his size and
  speed, are unchanged. Anything it is wearing
  transforms with it, but nothing it is carrying does. It
  reverts to his true form if it dies. While in mist form,
  the vampire can't take any actions, speak, or
  manipulate objects. It is weightless, has a flying speed
  of 20 feet, can hover, and can enter a hostile creature's
  space and stop there. In addition , if air can pass
  through a space, the mist can do so without squeezing,
  and it can't pass through water. It has advantage on
  Strength, Dexterity, and Constitution saving throws,
  and it is immune to all nonmagical damage, except the
  damage it takes from sunlight
  Spider Climb : The vampire can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Vampire Weaknesses : The vampire has the following
  flaws:
  Forbiddance: The vampire can't enter a residence
  without an invitation from one of the occupants.
  Harmed by Running Water: The vampire takes 20 acid
  damage if it ends it's turn in running water.
  Stake to the Heart: If a piercing weapon made of
  wood is driven into the vampire's heart while the
  vampire is incapacitated in its resting place, the
  vampire is paralyzed until the stake is removed.
  Sunlight Hypersensitivity: The vampire takes 20
  radiant damage when it starts its turn in sunlight.
  While in sun light, it has disadvantage on attack rolls
  and abi lity checks.
  Actions
  Multiattack (Vampire Form Only). The Bloody Crow
  makes two Sanguine Sword attacks and an unarmed
  strike or a bite.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5ft.,
  one target. Hit 12 (1d8 + 8) slashing and 9 (2d6+2)
  necrotic damage. On a critical hit, add another damage
  dice for the next round.
  Unarmed Strike (Vampire Form Only). Melee Weapon
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8
  + 4) bludgeoning damage. Instead of dealing damage,
  he can grapple the target (escape DC 18).
  Bite (Bat or Vampire Form Only). Melee Weapon Attack:
  +9 to hit, reach 5 ft., one willing creature, or a creature
  that is grappled by him, incapacitated, or restrained.
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
  necrotic damage. The target's hit point maximum is
  reduced by an amount equal to the necrotic damage
  taken, and the vampire regains hit points equal to that
  amount. The reduction lasts until the target finishes a
  long rest. The target dies if this effect reduces its hit
  point maximum to 0. A humanoid sla in in this way and
  then buried in the ground rises the following night as a
  vampire spawn under the vampire's control.
  Come, My Brethren (Recharge 6) Bloody Crow calls to
  the murder of crows that constantly circle him from
  above to attack and distract his foes.
  Legendary Actions
  The Bloody Crow can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. He regains spent legendary
  actions at the start of its turn.
  Move : The Bloody Crow moves up to his speed
  without provoking opportunity attacks.
  Attack. The Bloody Crow makes one sword or Unarmed
  Strike attack.
  Bite (Costs 2 Actions) : The vampire makes one bite
  attack.
  
  The Bloody Crow
  L
  yrin Kythizar, the once infamous Dwelf assassin
  working under the leader of the Whiterose
  Kingdom, directly under the King himself
  during the war with the Blackthorne Empire.
  He could slaughter entire legions of soldiers
  single-handedly and was a rumor amongst
  soldiers and civilian alike.
  Captured during a botched assassination attempt on the
  immortal Empress Blackthorne in a vain attempt to end the
  war early, he learned first-hand why only a fool would fight
  the Empress.
  A will of steel and morals rooted firlmy in the light, but
  none stand against the Empress leave with their mind intact.
  Within the first hours of capture, Lyrin was slain, but the
  Empress is not one to throw away a potential pawn. Cursing
  him with vampirism as was done to her millenia ago, she
  broke his mind over the course of years and tortured his
  immortal body until there was no trace of Lyrin left, only a
  mad, hollow shell of what once was, molded by the Empress'
  bloody claws.
  The result is The Bloody Crow. A nigh-immortal assassin
  obsessed with the black birds that once pecked out his eyes
  and riddled his flesh with a bevy of tiny marks.
  Obedient, but not Infallible
  With shattered mind, and equipped by the Empress' to be the
  best of the Empire's soldiers, he still fails. Though the few
  targets that have escaped are the smart ones. Playing to his
  broken mind and distracting him long enough to either 
  run, or convince him to give up willingly. Granted, his 
  kill-count is astronomical but because of his broken 
  mind at the Empress' hands, he is but a shell of the man 
  he once was.
   
  Home, Sweet Hovel
  Working soley for his vampric Mistress, she has granted him
  access to powers and abilities that he could've never obtained
  as a mere mortal. Hungering costantly for blood, he staves off
  the cravings by feeding upon his marks, or whatever the
  Empress allows him within the palace walls when he's not
  locked and chained in his "quarters" - an empty dungeon cell
  where his only visitors are his beloved birds through the
  barred window.
  Armed to the Teeth
  The Empress has granted him access to her personal armory,
  and even made a blade worthy of his skill and prowess once
  he was indoctrinated into her immortal service. The weapons
  and items below are always on his person, and can be taken
  by anyone foolish enough to pickpocket him, or lucky enough
  to slay him.
  Swarm of Crows
  Medium swarm of Tiny Beasts, neutral evil
  Armor Class 12
  Hit Points 24 (7d8 - 7)
  Speed 10 ft. fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  8 (-1)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened,
  paralyzed, petrified, prone, restrained, stunned
  Senses passive Perception 15
  Languages None
  Challenge 1/4 (50 XP)
  Swarm. The swarm can occupy another creature's
  space and vice versa , and the swarm can move
  through any opening large enough for a Tiny raven .
  The swarm can't regain hit points or gain temporary
  hit points.
  Actions
  Beaks. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target in the swarm's space. Hit 7 (2d6)
  piercing damage or 3 (1d6) piercing damage if the
  swarm has half of its hit points or fewer.
  
  The Bloody Crow's Equipment
  Sanguine Obsidian
  Weapon (longsword), rare (requires attunement)
  A blade quenched in Lyrin's own vampiric blood by the
  Empress duing his stay in the dungeons. His broken psyche
  and tainted blood warped the magical sword, transforming it
  into a tool of slaughter. It functions as a +2 Longsword and
  has the following properties.
  While attuned, you have a darkvision out to 120ft. If you
  already have darkvision, its range increases by 60ft.
  While attuned, if you have a Strength score of 16 or more,
  you can treat this weapon as though it has the Finesse
  property.
  This blade deals an addtional 2d6 Necrotic or Psychic
  damage on a hit.
  On a critical, you can add one extra damage die to your
  attacks with this weapon for the next round.
  The Red Invitation
  Wonderous item, rare (requires attunement)
  A burnt piece of parchment scrawled on by bloody symbols
  and nearly-indecipherable writings. The bottom of which is
  marked by an X and a dotted line. It comes with a pristine,
  white envelope splattered in blood that it must be enclosed in
  by a wax seal and carried at all times.
  A creature, by sacrificing the blood of themselves or
  another sentient creature, can write the name of another
  creature. The written creature must succeed a Wisdom
  saving throw in contest to the writer's Wisdom DC. On a
  failed throw a signature of approval appears on the letter and
  that creature will allow The Red Invitation's bearer access to
  their home. On a successful throw, the written creature feels
  as their being watched, becomes paranoid for 3 days and
  allows no one access to their home (also, they cannot be
  targeted by the 'Red Invitation' during this period).
  Heart of Fragmented Ice
  Weapon (dagger), rare (requires attunement)
  A creature attunes to this dagger by impaling themself
  through the chest. The creature attempting to attune must
  succeed a DC 16 Constitution saving throw or ake 6d4
  piercing damage and 4d6 cold damage, taking half as much
  on a success.
  The tip of the dagger shatters, shreading the creature's
  heart into dozens of fragments, though the creature still acts
  and lives as though it has a heart in its body.
  For the creature, their heart (or what remains of it) cannot
  be further destroyed.
  If a creature is dropped to 0 hit points, they instead drop to
  1 hit point. This ability resets every long rest.
  The hilt of the dagger sticks out of the creature's chest
  unless removed, which will immediatly sever attunement and
  the dagger is made whole again.
  Cloak of the Black Sun
  Wonderous item, uncommon
  This dark, abysmally black cloak seems to absorb all the
  light around it, reflecing the darkness inward.
  While wearing this cloak, a creature counts as being in the
  dark, and any creature with their eyes covered by this cloak
  counts as being in magical darkness.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Badge of the 86th Battalion.pdf