Wondrous Item, artifact (requires attunement by a any character.)

This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges after the wearer feeds on the blood of a victim. While wearing the amulet, you can use an action to expend charges based on the spell or action it permits.   With continued use, the character will eventually become Chaotic Evil in alignment over time.  The character will turn Chaotic after the first 6 charges, progressively becoming evil over time as it uses more of its powers until it becomes completely Chaotic Evil.  Changing alignment one level closer every 6 charges spent.

This amulet gives the wearer a terrible thirst for blood which must be sated to re-charge its powers.  Every time the amulet is re-charged, it pushes the user closer to evil.

The Amulet of Undeath has the following powers:

  • Vampiric Touch (1 charge):  The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
  • Create Undead (6 charges):  This ability is not inhibited by light or time of day. The caster may choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control permanently, or until you unattune to the amulet or until death.
  • Misty Escape (1 charge):  When it drops to 0 hit points outside its resting place, the creature 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 it can't transform, it is destroyed.

    A slain creature transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.

  • Charm (1 charge):  One humanoid the wearer can see within 30 feet of it must make a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the wearer's verbal or telepathic commands.

    One humanoid the wearer can see within 30 feet of it must make a Wisdom saving throw.

  •  Vampire Weaknesses:  The wearer has the following flaws:

    Forbiddance. The wearer can't enter a residence without an invitation from one of the occupants.

    Harmed by Running Water. The wearer takes 20 acid damage if it ends its turn in running water.

    Stake to the Heart. If a piercing weapon made of wood is driven into the wearer's heart while the {creature} is incapacitated in its resting place, the wearer is paralyzed until the stake is removed.

    Sunlight Hypersensitivity. The wearer takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Notes: Vulnerability: Radiant, any character., Cursed, Necklace, Jewelry

Item Tags: Cursed Necklace Jewelry

Savagemouse

Comments

Posts Quoted:
Reply
Clear All Quotes