obsidian, etched with holy runes that pulse faintly like an irregular heartbeat. Inside rests a desiccated head on a crystal spike, its eyes glowing with misty light. While holding the reliquary, you have advantage on saving throws against spells and effects from Undead creatures.
Unholy Light. As a bonus action, you can activate
or deactivate the reliquary to cast an eerie green dim light in a 30-foot radius.
Soul Imprisonment. The reliquary can hold a
maximum of 4 charges. As an action, you can draw the energy of a slain Medium or Small Undead creature of CR 3 or lower into the reliquary. The creature must have been reduced to 0 hit points within the last minute. The reliquary gains a number of charges equal to the creature’s CR (minimum of 1). Once used, this property can’t be used again until the next dawn. As an action while holding the reliquary, you can expend 1 or more charges to activate one of the following properties:
Healing Light (1 charge). You channel the energy
through the reliquary’s holy runes into a creature you can see within 30 feet of you. The creature regains 4d4 + 4 hit points.
Consecration Surge (2 charges). Unholy energy
floods from the mouth and eyes of the head in the box toward up to three Undead creatures that you can see within 15 feet of you. Each creature must succeed on a DC 15 Wisdom saving throw or be turned until the end of its next turn. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Soul Expulsion (3 charges). You target one Undead
creature you can see within 30 feet of you. The creature must succeed on a DC 15 Charisma saving throw or be forcefully sucked into the ITEM Soul Harvester's Reliquary reliquary and banished to a pocket dimension for 1 minute. A banished creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature can’t be targeted by Soul Expulsion again for 24 hours.
Very rare variant: Increase the maximum
charges the reliquary can hold to 6, the DCs to 16, and Soul Imprisonment's CR limit to 5. Additionally, you gain the Hallowed Aura property.
Hallowed Burst (3 Charges). The reliquary emits a
divine burst of holy light, empowering creatures of your choice that you can see in a 20-foot radius. For the next minute, empowered creatures shed dim light in a 5-foot radius and have advantage on all saving throws, and Undead creatures have disadvantage on attack rolls against them. If an Undead hits an empowered creature with a melee attack, the attacker must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. D20 & M INIATUR E
10+ Undying Megabosses
10+ Profane Lairs - each with Innovative Mechanics! Innovative Player Death & Resurrection Mechanics Undead Grafting System 75+ Unholy Monsters 50+ Craftable Items 10+ Otherwordly Familiars 12+ Dark Subclasses 40+ Mystical Spells 6+ Haunting Races Setting Agnostic Adventures Playable at Multiple Levels & A LEGENDARY Campaign Arc for Levels 1 through 10! 10+ Premium Megaboss Miniatures