Ring, legendary (requires attunement by a The ring attunes after being worn continuously for a long rest)

Once per long rest, after attunement. The wearer can, as an action, summon 2 D 10 horde of level 3 zombies.

The wearer may, as a bonus action, command the horde to either attack a specific enemy or group of enemies. The wearer may also command the horde to defend themself, any friendly creature or to cease movement.

Notes: For every spell slot higher than level 3, the ring summons an extra 1 D 10 Level 3 zombies. After 1 hour, the zombie horde will turn on their master. The Call of the Litch King: If the wearer dies, they will resurrect as an NPC litch, hunting their former comrades in revenge for letting them die. To destroy the litch, the party must remove the ring. Removing the ring upon the wearer's death reduces the resurrection to being a semi-sentient zombie of 1 level higher than the deceased character. Sentient curse: The ring appears to have a consciousness of it's own. A dark, malign intelligence that threatens to overcome the mind of the wearer over time. After each use, the wearer must make a constitution save (DC 18) or a pallid bruise-like discolouration begins to take hold beginning with the finger that the ring is worn on. The whispers from the ring will also make the wearer murder innocent NPCs and obsess over the location of the eye and hand of Vecna (DC18 Charisma save). These effects wane once the ring is removed. After 20 failures, the wearer gives in to the ring's deadly charm and aggressively searches for a ritual to bring himself closer to the Whispered One, by becoming a litch. This is the point of no return and removing the ring will now result in the wearer's death. Indestructible: If the party attempts to destroy the ring, it will dissaparate into mist, appearing in another location on the same plane of existence., The ring attunes after being worn continuously for a long rest, Summoning, Deception, Cursed, Jewelry

Item Tags: Summoning Deception Cursed Jewelry

gaz7822

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