Wondrous Item The Orb's Effects: If you are attuned to the orb you gian the following benefits:
• You gain advantage on all Charisma checks when dealing with evil creatures.
• Iuz and Zuggtmoy know the identity and exact location of the bearer.
• While attuend to the orb you have resistance to poison damage.
• While attuned to the Orb, you are immune to disease and the poisoned condition.
• You Charisma is treated as if it were 19 while you are attuned to the orb.
• Good-aligned clerics and paladins cannot touch the orb, they are repelled from it.
• Good-aligned characters gain a level of exhaustion so long as they are in contact with orb but
not attuned to it.
• A good aligned creature that attunes itself to the orb becomes neutral.
Aura of Awe: Once per day you may create an aura of Awe as a bonus action: any evil creature within
30ft. of you must succeed a DC 18 Wisdom saving throw or be charmed by you. While charmed in this
manner it is at disadvantage to all saving throws against you. This effect lasts for 10 minutes.
Creatures in awe of you in this way obey your commands for the duration of the spell, although
they gain an additional saving throw if ordered to do something self-destructive.
When you use this power your Charisma is permanently reduced by 1. This cannot be restored
to you except by a wish or miracle.
Aura of Terror: Once per day you may create an aura of Terror: any evil creature within 30ft. of you must
succeed a DC 18 Wisdom saving throw or be frightened by you. A frightened target can repeat its saving
throw at the end of each of its turns, with disadvantage if the you are within line of sight, ending the effect
on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the
aura of terror for the next 24 hours.
A frightened creature must spend its turns trying to move as far from you as possible. It cannot
willing move to a space within 30ft, of you. It can take only dash actions or try to escape from something
that is preventing it from moving. If there's nowhere for it to run it may instead make dodge actions. This
effect lasts for 10 minutes.
When you use this power your Charisma is permanently reduced by 1. This cannot be restored
to you except by a wish or miracle.
Spells The orb has seven charges and can and regains 1d4+3 expended charges daily at dawn. If you
control the orb, you can expend one or more charges to cast one of the following spells (Save DC 18) from
it: blight (2 charges), detect thoughts, zone of truth. When the elemental gems are added to the skull its
powers increase significantly.
You can also use an action to cast a detect evil and good spell without expending a charge from
the orb.
Warding Against the Betrayed. The bearer of the skull is immune to any attacks or spells from Iuz,
Zuggtmoy, Lolth, or their clerics. If you give the orb to an agent of one of these three deities, you become
a permanent thrall of that deity, unable to resist commands given to you by their agents. Your alignment
changes to Chaotic Evil.
Destroying the Orb of Golden Death: Once all of the gems of elemental power are inset in the Orb of
Golden Death,it may be destroyed by a ritual in which it must be subjected to a gale force wind (at least
50mph), struck by a maul with a head of granite, heated to white hot in an intense flame, then immersed in
freezing waters. This will cause the orb to shatter, dealing 120hp damage instantly to Zuggtmoy, and
causing the dungeons beneath the Temple of Elemental Evil to collapse. Zuggtmoy will then be banished
to the 222nd layer of the Abyss unable to be summoned from it for 40 years, while Iuz will lose the service of
any evil elemental being that once served him.
Legendary
Created by the cult of Tharizdun , the mad banished God of Elemental Evil, the Orb of Golden Death was created with power stolen from Iuz , Lolth, and Zuggtmoy to serve as a beacon to return its master to the world. Any who hold the Orb of the Golden Death are taught the secrets to lowering the throne in the Temple of Elemental Evil and what is necessary to unbind Zuggtmoy who is still bound within the Temple. They also learn of the Elemental Nodes and their function to bring Tharizdun back into the world. The Orb is a life three-inch wide solid-gold skull, sans jaw. It wears a crown that has sockets for four gems. These gems vastly increase the powers of the Orb of Golden Death. The Orb is a gold sphere shaped to resemble a human skull without its lower jaw. It radiates evil so strongly that Paladins and Good clerics are unable even to touch it (or even the box). Anyone grasping the device gains certain magical powers, and instantly knows how to summon them forth from the Orb: detect lie, know alignment, and poison. These powers may be used without limit as long as the Orb is held. The holder can also cause the great throne in area 10 (of the Upper Temple) to raise and lower. The user's Charisma is affected, and other unique details apply.
Weight: 5lbs