One of many powerful tools available to Ghul's minions.
Made of iron and set with dozens of bloodstones, this is a weapon of intimidation, domination, and murder.
The wearer has the following abilities:
Intimidation attempts receive the wearer's Proficiency Bonus. This may double the Proficiency Bonus for using this effect.
The Crown has 4 charges that may be spent for the following effects:
1 charge - Causes 2d8 Psychic damage to a single creature. For each additional charge it affects one additional creature, Creatures must make a DC14 Wisdom saving throw. Success results in half damage.
2 charges - Inflicts 1 level of exhaustion on a single creature. Targeted creatures must make a DC14 Constitution saving throw. Failure results in accumulating 1 level of exhaustion.
3 charges - Casts Charm Person on up to 4 creatures within 30 feet of each other. DC14 Wisdom saving throw. Success avoids the effect.
Regains 1d3 charges each midnight. If all charges are used in a 24 hour period roll 1d20. On a result of 1 the crown rusts and crumbles losing all magical function.
Curse: The wearer begins to lose their hair in patches over the course of a month. All Charisma based skills such as Diplomacy, Persuasion, Perform, etc, with the exception of Intimidate which is enhanced, suffer disadvantage on the attempt. Remove Curse cast on Hallowed Ground is required to undo this permanent affliction.
Item Availability = Rare. User 5th level or higher. Cost 501 - 5,000 gold pieces.
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