#### Tellac Oranic Wondrous item, artifact (requires attunement) --- This green gemstone gleams with sickening radiance. The Tellac Oranic lay dormant in the heart of the world until a desperate dwarven king named Zaar Q'or unearthed it. Zaar quickly fell to the stone's corruption and turned its might upon his people. He now wanders the Last City, deathless, a slave to the stone's appetite for souls. ***Hunger Unending.*** The Tellac Oranic converts the souls of creatures it slays into charges. The Tellac Oranic's charge level equals the total challenge rating of all the creatures whose souls it has consumed. When the Tellac Oranic consumes a new soul, add the challenge rating or level of the creature you killed to its charge level. The souls of creatures with a challenge rating of lower than 1 are not great enough to charge the Tellac Oranic. If you die while attuned to the Tellac Oranic, the item loses all charges. As the Tellac Oranic acquires charges, the attuned wielder gains the following abilities: ***1-25 Charges.*** You regain 10 hit points at the start of your turn if you have at least 1 hit point but fewer hit points than half your hit point maximum. ***26-50 Charges.*** You can call forth the souls from within the Tellac Oranic to serve you. As an action, you can summon 1d6 **will-o'-wisp**s, 1d4 **ghost**s, or one **wraith**. The summoned creatures appear in unoccupied spaces you can see within 30 feet of you, share all the languages you know, and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The undead disappear when they drop to 0 hit points or after 1 hour, whichever comes first. You can't use the Tellac Oranic this way again until you finish a long rest. ***51-100 Charges.*** While holding the Tellac Oranic, you can use an action to emit a deadly pulse. Each creature within 30 feet of you must succeed on a DC 18 Wisdom saving throw or gain a level of exhaustion. If a target is within 5 feet of you when you use this feature, it makes this saving throw with disadvantage. ***Soul Feast.*** While holding the Tellac Oranic, you can use an action to make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the creature takes 4d6 necrotic damage and its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid dies from this attack, two shadows controlled by you rise from the corpse. ***Serve in Death.*** During battle, all units you control automatically suffer 1 casualty at the end of each activation and gain a +1 bonus to Power and Toughness. When the casualty die of a unit you control reaches 0, its casualty die resets to its original size, its type becomes undead, and it continues to fight until it loses its last casualty again. ***Curse.*** The Tellac Oranic is cursed and seeks to drain the will of all who possess it. Attuning to the Tellac Oranic extends the curse to you. As long as you remain cursed, you are unwilling to part with the gemstone, keeping it on your person at all times. Each midnight you remain attuned to the Tellac Oranic, you must succeed on a DC 18 Constitution saving throw or reduce your Constitution score by 1. This reduction can't be restored by any means short of a wish spell. If your Constitution score is reduced to 0, you become an undead thrall to the gemstone and the GM assumes control of your character. Once you have transformed, there is no way to reverse the condition. There is no known way to break this curse. --- #### Tellac Oranic Wondrous item, artifact (requires attunement) --- This green gemstone gleams with sickening radiance. The Tellac Oranic lay dormant in the heart of the world until a desperate dwarven king named Zaar Q'or unearthed it. Zaar quickly fell to the stone's corruption and turned its might upon his people. He now wanders the Last City, deathless, a slave to the stone's appetite for souls. ***Hunger Unending.*** The Tellac Oranic converts the souls of creatures it slays into charges. The Tellac Oranic's charge level equals the total challenge rating of all the creatures whose souls it has consumed. When the Tellac Oranic consumes a new soul, add the challenge rating or level of the creature you killed to its charge level. The souls of creatures with a challenge rating of lower than 1 are not great enough to charge the Tellac Oranic. If you die while attuned to the Tellac Oranic, the item loses all charges. As the Tellac Oranic acquires charges, the attuned wielder gains the following abilities: ***1-25 Charges.*** You regain 10 hit points at the start of your turn if you have at least 1 hit point but fewer hit points than half your hit point maximum. ***26-50 Charges.*** You can call forth the souls from within the Tellac Oranic to serve you. As an action, you can summon 1d6 **will-o'-wisp**s, 1d4 **ghost**s, or one **wraith**. The summoned creatures appear in unoccupied spaces you can see within 30 feet of you, share all the languages you know, and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The undead disappear when they drop to 0 hit points or after 1 hour, whichever comes first. You can't use the Tellac Oranic this way again until you finish a long rest. ***51-100 Charges.*** While holding the Tellac Oranic, you can use an action to emit a deadly pulse. Each creature within 30 feet of you must succeed on a DC 18 Wisdom saving throw or gain a level of exhaustion. If a target is within 5 feet of you when you use this feature, it makes this saving throw with disadvantage. ***Soul Feast.*** While holding the Tellac Oranic, you can use an action to make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the creature takes 4d6 necrotic damage and its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid dies from this attack, two shadows controlled by you rise from the corpse. ***Serve in Death.*** During battle, all units you control automatically suffer 1 casualty at the end of each activation and gain a +1 bonus to Power and Toughness. When the casualty die of a unit you control reaches 0, its casualty die resets to its original size, its type becomes undead, and it continues to fight until it loses its last casualty again. ***Curse.*** The Tellac Oranic is cursed and seeks to drain the will of all who possess it. Attuning to the Tellac Oranic extends the curse to you. As long as you remain cursed, you are unwilling to part with the gemstone, keeping it on your person at all times. Each midnight you remain attuned to the Tellac Oranic, you must succeed on a DC 18 Constitution saving throw or reduce your Constitution score by 1. This reduction can't be restored by any means short of a wish spell. If your Constitution score is reduced to 0, you become an undead thrall to the gemstone and the GM assumes control of your character. Once you have transformed, there is no way to reverse the condition. There is no known way to break this curse. ---