Ring of Myrkul (5e Equipment)

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Ring, very rare (requires attunement)

The ring consists of a gold band painted black and adorned with the white skull of Myrkul. It glows faintly in the presence of a detect evil and good spell. While you are wearing the ring, undead creatures with 6 or fewer Hit Dice are charmed by you until you or one of your allies attacks them.

The ring has 3 charges for the following properties.

Chill Touch. You can expend 1 charge as an action to cast chill touch from the ring.

Ghoul Touch. You can expend 2 charges as an action to emulate the claw attack of a ghoul. Target one creature within 5 feet that is not an elf or undead. That target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While paralyzed, it exudes a carrion stench in a 10-foot radius. Living creatures other than you that start their turn in the stench must pass a DC 13 Constitution saving throw or become poisoned until they are no longer in the stench.


  • Sufficiently evil intelligent creatures within 90 feet of you are drawn to the ring, with a strong desire to touch and possess it. The compulsion to touch the object can be overpowering; a DC 15 Wisdom saving throw releases an affected creature from the compulsion. A creature that successfully saves must repeat the saving throw 1d6x10 minutes later if they are still within range.
  • Wearing the ring causes one's body temperature to drop several degrees cooler, and over time one's voice becomes more like a raspy whisper unless the wearer consciously decides to speak normally.
  • Before the Time of Troubles, if the ring wearer was a Myrkulite priest, he could invoke a number of other effects, but these greater necromantic powers vanished when Myrkul died.
  • Some other situational powers to the ring may exist, that are tied to specific locations especially (un)holy to Myrkul, or to proximity with other Myrkulite relics.
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