Wondrous Item, artifact (requires attunement by a Soak In Blood and Wear It )

Ancient Horned Skull

This strange Skull hums with ancient unfamiliar energy and power. It is what looks like an animal skull, what animal you cannot determine. There are large horned antlers protruding from the top, that seem to be larger than what it should be. You look upon it thinking no head could fit into it but also at the same time there seems to be something deep and primal within you urging you to wear it 

There are markings and symbols around the skull that do not look like any language known, upon closer inspection some of these markings are claw marks.

You can feel the helmet reach out to you at first but then you swear you can hear it whisper to you! You feel the urge to wear it...

Sentience. The Skull is a sentient item of Lawful Evil alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The skull can read common and primordial.

The Skull communicates through emotions and the occasional whisper to the holder, there is a strange allure to the holder of the skull to put it on.

Personality. This Skull tempts its holder to wear it, as once worn the Skull can communicate fully with the holder and can grant further powers into necromancy.  The longer the Skull is held by one person there is a chance that the Skull's energy will seep into the holder corrupting them. Every day the Skull will try to corrupt the holder into becoming more evil the holder will have to make a DC 18 Charisma saving throw. Upon failing you drift further to lawful evil from your current alignment once at lawful evil the next failure results in critical failure. Upon critical failing next time blood is spilled you will enter a trance and soak the skull and wear it. If you succeed nothing changes, if you roll a nat 20 you become aware of the intentions of the Skull. Each day the skull is carried its weight feels like it is heavier and heavier.

Worn. Once worn the wearer will gain Darkvision 120ft and be able to read and write primordial. Your weapon will now deal an additional 2d10 necrotic damage. While wearing you will have to make 1 DC 18 Charisma saving throw a day failure and The Skull will take control and you will enter a trance and .............................

Notes: Melee Weapon Attack: Necrotic, Hunger. When this is used the skull will find the closest enemy and will attempt to absorb that creature's life force. That creature will have to roll a DC 18 Charisma saving throw upon failing the skull will latch onto and absorb the life force of the creature killing it, If the creature is above 100hp it halves its health. Upon succeeding the Skull does nothing., Soak In Blood and Wear It

Keanu123

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