### Whisperskull
*Wondorous item, artifact (requires attunement)*
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As soon as a player attunes to the Whisperskull their alignment changes to lawful evil; if it isn't this already. This can only be undone by a Wish or Greater Restoration spell though the wielder would not seek to do this. The Whisperskull has 4 charges and can be used as a spellcasting focus. When it reaches 0 charges the wielder suffers necrotic damage as determined by the number of souls in the Whisperskull. It regains spent charges at midnight. The wielder can use an action to expend charges to activate any of the following abilities.
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**Rot the Flesh (1 Charge):** Nauseating radiance beams out from the Whisperskulls gem. A number of targets within 30 feet must make a Constituation saving throw. On a failed save the target takes necrotic damage and their soul can be siphoned into the Whisperskull if they die in the next minute. On a succesful save they take half damage and their soul can not be siphoned for the next minute . The damage, save DC and number of targets for this is determined by the number of souls that have been siphoned in to the Whisperskull. On a succesful save the target takes half damage and their soul can not be siphoned for the next 24 hours.

**Servants of Azarumme (2 charges, Minimum 20 souls required):** You may animate a number of corpses or bone piles as determined by the number of souls in the Whisperskull. They become zombies or skeletons respectively and use the stat blocks from the monster manual. In addition any humanoid that is hit by the undead must make a Constitution saving throw. The DC for this save is determined by the number of souls in the Whisperskull. On a failed save, the humanoid's soul can be siphoned for the next minute. On a successful save their soul can not be siphoned and they are immune to this effect for the next 24 hours. The animated dead effect fall to the floor and the effect ends after 6 hours.

**Soul Siphon (0 charges):** As a bonus action on your turn you can command the Whisperskull to consume the soul of any humanoid which has met the requirements for soul siphoning. A paticularly powerful soul can try to resist this effect by rolling a Wisdom saving throw. The DC for this save is determined by the number of souls in the Whisperskull 

| Souls | Damage | Targets| Save DC |
|:-----:|:------:|:------:|:-------:|
| 0     | 1d10   | 1      |  13     |
| 5     | 2d10   | 1      |  14     |
| 10    | 3d10   | 2      |  15     |
| 20    | 5d10   | 2      |  16     |
| 35    | 7d10   | 3      |  17     |
| 50    | 9d10   | 4      |  18     | 

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##### Sentience
The Whisperskull houses the soul of a vampire lord (Chaotic Evil) that lead the ancient armies of Azarumme. His soul has spent so long inside the Whisperskull it has begin to lose all grasp on sanity and will actively seek to get the user to kill anyone they come across. He whispers dark messages to the wielder and wants to wreak havoc on all those who oppose
 
Azarumme (as far as he is concerened everyone). These whispers are only audible to those attuned to the skull.  
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##### **Curse**
The Whisperskull is cursed and attuning to it extends that curse to you. The curse is ancient and extremely powerful. This curse can be removed with a Remove Curse or Wish spell. Removing the curse with a Remove Curse spell renders the Whisperskull mundane. You can not break attunement to the Whisperskull as long as you are cursed.

The Whisperskull demands tribute in the form of humanoid souls. If it does not recieve a humanoid soul for an extended period of time it will turns it negative energy upon it's wielder. These effects are cumulative and will stack together. Siphoning a soul will cancel out the negative effects.

**Necrotic Retalitation (2 days):** Sickening energy emanates from the skull when an the wielder tries to use one of its abilities. The user takes 1d10 necrotic damage whenever they try to use any of the skulls abilities other than Soul Siphon. This damage ignores any resistances.

**Sinister Whispers (5 days):** Incessant demands from the Whisperskull for souls begins to twist the mind of the wielder. The wielder must succeed a DC 16 Charisma saving throw or suffer a form of long-term madness. On a success the wielder is immune to this effect for 24 hours.

**Backfire (8 days):** There is a 25% chance that the Whisperskull will back fire when an ability is activated. If the wielder does not activate an ability for 24 hours, there is a 25% chance the Whisperskull will use pick one at random and target the wielder.

**Insubordination (11 days):** The Whisperskull refuses to listen to it's wielders commands. Whenever an ability is activated it will determine it's target at random from anyone within range.

**Soul Steal (14 days):** The Whisperskull, now desperate for souls, attempts to consume the soul of its user. The wielder must succeed a Wisdom saving throw or die. The DC for this throw is determined by the number of souls within the skull. A successful saves grants immunity to this effect for 24 hours. A character who dies from this effect has their soul siphoned into the Whisperskull. They can not be resurrected by any means until the skull is destroyed

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