Mythos Magic Items And Artifacts
Table: Magic Items
Item Price
Starstone of Mnar 4,000 gp
Brazen head, minor 5,200 gp
Flute of the servitors 6,000 gp
Memory (weapon special ability) +6,000 gp
Seal of Hydra 10,000 gp
Chain of the deep 12,000 gp
Disk of the Hyades 12,000 gp
Silver key 15,000 gp
Tiara of Mnar 15,000 gp
Brazen head 23,000 gp
Medallion of Y'ha-nthlei 30,000 gp
Leng glass 42,000 gp
Ring of Eibon 42,000 gp
Bokrug egg 49,000 gp
Brazen head, major 70,000 gp
Idol of Cthulhu 96,000 gp
Lamp of Alhazred 150,000 gp
Brazen head, legendary 182,000 gp
Panchromatic armor 191,650 gp

This section examines some of the most common and notorious magic items of the Cthulhu Mythos. Such items are appropriate treasure for many of the monsters and cults described elsewhere in this book, but many are hard to find otherwise. As normal, the GM decides if any particular item is available to be crafted or purchased. Table: Magic Items lists all included magic items by price.


Mythos Magic Items

Bokrug Egg

Aura strong conjuration; CL 15th; Slot none; Price 49,000 gp; Weight 2 lbs.

This clammy iron sphere allows its holder to summon a ghost of Ib once per day on command.

Construction
Cost 24,500 gp; Requirements Craft Wondrous Item, summon monster VIII

Brazen Head, Minor

Aura faint evocation; CL 5th; Slot none; Price 5,200 gp; Weight 15 lbs.

Alignment chaotic neutral; Senses 30 ft., darkvision; Int 10; Wis 13; Cha 10; Ego 2; Languages speech (Aklo, Common)

This half-scale brass bust has a minor, normal, major, and legendary version. It functions as a minor ring of spell storing except it must be held to be used and it

holds only 1 spell level.
The minor brazen head has 5 ranks in Profession (Yog-Sothothery philosopher), for a bonus of +6. Unlike most intelligent items, the brazen head can use its ego to influence any character who spends at least 24 hours within 100 feet of it. The head maintains this link until claimed by or given to another owner. The head can activate itself normally to cast a spell stored by its spell storing function.

A minor brazen head can serve as a spellcaster's familiar if the master has Improved Familiar and an arcane caster level of at least 5th. The head has hardness of 5 which improves instead of natural armor as its bonded spellcaster gains levels. As an intelligent item, it has base saving throw modifiers of +4 for all saving throws and no class skills. The head's ability to deliver touch spells does not allow the head to move. Instead, the head holds the spell until touched by a valid target for the spell, at which point the spell is automatically delivered. When bonded as a familiar, the brazen head can cast the following spells 1/day each—doom (DC 12), hold person (DC 13), summon monster II. A spellcaster with a minor brazen head familiar can cast contact other plane once per week with a command word while in contact with the minor brazen head to ask 6 questions.

Construction

Cost 2,600 gp; Requirements Craft Wondrous Item or Improved Familiar, contact other plane, doom, hold person, imbue with spell ability, summon monster II

Brazen Head

Aura moderate evocation; CL 7th; Slot none; Price 23,000 gp; Weight 15 lbs.

Alignment chaotic neutral; Senses 30 ft., darkvision; Int 10; Wis 18; Cha 10; Ego 8; Languages speech (Aklo, Common, three others)

This half-scale brass bust functions as a minor brazen head except that it can store up to 2 levels of spells and it is a more skilled and potent familiar.

A brazen head has 10 ranks in Profession (Yog-Sothothery philosopher), for a bonus of +14. It can only bond with an arcane spellcaster of at least 9th level that has the Improved Familiar feat. Its base saving throw bonuses are each +5. Its familiar spell DCs are 3 higher than the minor brazen head due to higher Wisdom.

Construction
Cost 11,500 gp; Requirements Craft Wondrous Item or Improved Familiar, contact other plane, doom, hold person, imbue with spell ability, summon monster II

Brazen Head, Major

Aura strong evocation; CL 11th; Slot none; Price 70,000 gp; Weight 15 lbs.

Alignment chaotic neutral; Senses 60 ft., blindsense, darkvision; Int 10; Wis 20; Cha 10; Ego 14; Languages read languages, speech (Aklo, Common, four others)

This half-scale brass bust functions as a minor brazen head except that it can store up to 4 levels of spells and it is a more skilled and potent familiar.

A major brazen head has 15 ranks in Profession (Yog-Sothothery philosopher), for a bonus of +20. It can only bond with an arcane spellcaster of at least 13th level that has the Improved Familiar feat. Its base saving throw bonuses are each +7. Its familiar spell DCs are 4 higher than the minor brazen head due to higher Wisdom.

Construction
Cost 35,000 gp; Requirements Craft Wondrous Item or Improved Familiar, contact other plane, doom, hold person, imbue with spell ability, summon monster II

Brazen Head, Legendary

Aura strong evocation; CL 15th; Slot none; Price 182,000 gp; Weight 15 lbs.

Alignment chaotic neutral; Senses 60 ft., blindsense, darkvision; Int 10; Wis 20; Cha 10; Ego 22; Languages read languages, speech (Aklo, Common, four others), telepathy

This half-scale brass bust functions as a minor brazen head except that it can store up to 8 levels of spells and it is a more skilled and potent familiar.

A legendary brazen head has 20 ranks in Profession (Yog-Sothothery philosopher), for a bonus of +25. It can only bond with an arcane spellcaster of at least 17th level that has the Improved Familiar feat. Its base saving throw bonuses are each +9. In addition, it can teleport itself once per day. Its familiar spell DCs are 4 higher than the minor brazen head due to higher Wisdom.

Construction
Cost 91,000 gp; Requirements Craft Wondrous Item or Improved Familiar, contact other plane, doom, hold person, imbue with spell ability, summon monster II, teleport

Chain of the Deep

Aura faint evocation; CL 3rd; Slot neck; Price 12,000 gp; Weight

This strange, green-silver necklace shimmers as if constantly wet. While it is worn, all deep ones and deep one hybrids within 30 feet gain a +2 enhancement bonus to Constitution and a +1 morale bonus on weapon damage rolls.

Construction
Cost 6,000 gp; Requirements Craft Wondrous Item, bless, desecrate

Disk of the Hyades

Aura faint necromancy; CL 5th; Slot none; Price 12,000 gp; Weight 1 lb.

This strange, emerald disk is covered in glowing runes. When presented strongly to one or more undead creatures within 45 feet as a standard action, each must succeed at a DC 13 Will save or be unable to attack the wielder or the wielder's apparent allies for as long as the wielder continues to present it as a move action each round. Any undead that succeeds on this saving throw or that is attacked by a protected creature is immune to that disk of the Hyades for 1 day.

Construction
Cost 6,000 gp; Requirements Craft Wondrous Item, command undead

Flute of the Servitors

Aura faint enchantment; CL 3rd; Price 6,000 gp; Slot none

When used to play even a single note (a standard action), this musical instrument imprints the rest of an alien melody on the mind of all listeners. Once heard, the melody makes it difficult to concentrate for the rest of the duration (1d6 rounds). No save is allowed against this effect. Listeners suffer a -4 penalty on concentration checks and skill checks and must attempt concentration checks to cast spells (DC 15 + spell level).

Construction
Cost 3,000 gp; Requirements Craft Wondrous Item, enthrall

Idol of Cthulhu

Aura strong illusion; CL 11th; Slot none; Price 96,000 gp; Weight 5 lbs.

This small clay sculpture of the great god Cthulhu allows the bearer to cast dream sending of Cthulhu three times per day on command without causing the target any detrimental effects aside from insanity. Once during the duration of dream sending of Cthulhu, an affected target can also cast commune to ask questions of Cthulhu. Additional castings of dream sending of Cthulhu do not worsen this insanity.

Construction
Cost 48,000 gp; Requirements Craft Wondrous Item, commune, dream sending of Cthulhu

Lamp of Alhazred

Aura strong conjuration; CL 20th; Slot none; Price 150,000 gp; Weight 1 lb.

This odd stone lantern seems out of place no matter where it is located. When lit in a dark area, the light it casts on any wall reveals visionary windows to other times and places. If no time and place is chosen when the lamp is lit, a random one manifests. The viewed location must have a surface of at least comparable size for the window to appear on. This window is twoway, but does not allow travel. If creatures viewed can traverse the distance on their own, however (such as via teleportation), they might investigate the lamp’s subject. The chosen subject can be in the future or the past and at any location, although the location is accurate only to within 100 miles and the time is accurate only to within 10 years. The lamp can be used once per hour by burning 1 pint of oil. Extinguishing the lamp closes the window. If fuel remains and the lamp is activated once more, it shows nothing unusual. A new window cannot be opened until the lamp has burned for 1 hour total, using up the entirety of its fuel. Extinguishing the lantern and adding a new pint of oil to refuel it is required before the lantern can open another window.

Construction
Cost 75,000 gp; Requirements Craft Wondrous Item, greater scrying, foresight, vision

Leng Glass

Aura strong divination; CL 13th; Slot none; Price 42,000 gp; Weight 1 lb.

This thin, strange, jagged piece of glass is about 1 foot long. When any creature looks through the Leng glass, it sees brief glimpses of random other places in the universe and in other planes of existence. A viewer can control the glass for 1 minute with a successful DC 20 Profession (Yog-Sothothery philosopher) skill check. The location viewed is a random one within 1d100-1 miles of the desired location. Once a viewer has successfully controlled the glass, that viewer can't control it again for 1 day.

Construction
Cost 21,000 gp; Requirements Craft Wondrous Item, greater scrying

Medallion of Y'ha-Nthlei

Aura moderate transmutation; CL 9th; Slot neck; Price 30,000 gp; Weight

This amulet allows its bearer to breathe underwater and see as if the water was perfectly clear no matter the level of sediment in the water. It also prevents ill effects caused by depth.

Construction
Cost 15,000 gp; Requirements Craft Wondrous Item, true seeing, water breathing

Memory (Magic Weapon Special Ability)

Aura moderate transmutation; CL 8th; Slot none; Price +6,000 gp; Weight

This ability can only be placed on metal weapons. The serpent folk use alchemy to transform the physical mass of the weapon into an amorphous blob, a loose chain that can be worn as a belt, or some other innocuous form weighing the same amount as the original weapon. Tapping the weapon sharply with a dull bluish bit of specially forged metal chemically awakens the transformed weapon, which unfurls into its original form. Another touch of the same metal returns the weapon to its disguised form. The trigger itself is typically a short rod some 1–2 inches in length, but could be crafted as part of a brooch or ornament.

The disguised weapon remains made of the same material as its base form and retains its hardness and hit points, regardless of form. It does not detect as magical, as if disguised by magic aura.

Construction
Cost +3,000 gp; Requirements Craft Magic Arms and Armor, magic aura, soften earth and stone

Panchromatic Armor

Aura strong abjuration; CL 17th; Slot armor; Price 191,650 gp; Weight 50 lbs.

This suit of +5 full plate normally has a shimmering, multicolored surface. The user can concentrate as a standard action to change its color to one of those listed below to gain perfect protection against one energy type or effect, losing the +5 enhancement bonus of the plate armor while it manifests that color. This effect lasts until the armor is removed or the wearer changes the color once more.
Color Benefit
All +5 enhancement bonus
Black Immunity to energy drain
White Immunity to petrification and nonharmless polymorph effects
Red Immunity to fire
Orange Immunity to electricity
Yellow Immunity to light-based attacks and prismatic effects
Green Immunity to poison
Blue Immunity to damage from water-based attacks and wearer does not need to breathe
Indigo Immunity to death magic and effects
Violet Immunity to cold

Many (but not all) suits of panchromatic armor are designed for the use of serpent folk, and thus may not fit other creatures well.

Construction
Cost 96,650 gp; Requirements Craft Magic Arms and Armor, death ward, prismatic sphere

Ring of Eibon

Aura strong divination; CL 17th; Slot ring; Price 42,000 gp; Weight

This ring grants the wearer glimpses into the future. As a swift action, the wearer can activate the ring of Eibon to gain a +4 insight bonus to AC and on attack rolls, as well as the benefits of foresight for 1 round. This ability can be used three times per day.

Construction
Cost 21,000 gp; Requirements Forge Ring, foresight

Seal of Hydra

Aura faint abjuration; CL 3rd; Slot neck; Price 10,000 gp; Weight

Anyone attempting to pickpocket the bearer of this seal finds the targeted item immovable and the bearer is made instantly aware of the attempted theft. If the seal is attached to a chest with a command word, no one can open or steal from the chest without first destroying the seal or by saying a command word. In all other ways, the chest is warded by arcane lock. Attempts to open the warded chest mentally alert the one who activated the seal regardless of distance. The seal and any warded container have at least hardness 20 and 50 hit points.

Construction
Cost 5,000 gp; Requirements Craft Wondrous Item, alarm, arcane lock

Silver Key

Aura strong enchantment; CL 13th; Slot none; Price 15,000 gp; Weight

This small, elaborate silver key grants whoever holds it the benefit of the Dreamer feat (see Mythos Feats). If the bearer already has the Dreamer feat, the key allows him to travel to the Dreamlands even if his dream-self is dead. While the bearer uses the key to travel to the Dreamlands, the key vanishes from the dreamer's body and reappears upon the dreamer's awakening. If the bearer of the key dies in the Dreamlands, the silver key ceases to exist.

Construction
Cost 7,500 gp; Requirements Craft Wondrous Item, dream

Starstone of Mnar

Aura faint abjuration; CL 3rd; Slot —; Price 4,000 gp; Weight 2 lbs.

The starstone of Mnar grants a +4 bonus on Will saves against all attacks and spells from aquatic aberrations and other creatures closely associated with the Cthulhu Mythos (GM's discretion) that would inflict any of the following conditions: insanity, madness, confusion, fear, nauseated, and sickened. In order to receive this bonus, the owner must hold the starstone; it is not intended to be worn.

Construction
Cost 2,000 gp; Requirements Craft Wondrous Item, lesser restoration, remove fear

Tiara of Mnar

Aura faint necromancy; CL 5th; Slot head; Price 15,000 gp; Weight 1/2 lb.

This small tiara always glistens like it's just been polished. When worn, the wearer is immune to fatigue and exhaustion. Each time the tiara prevents the wearer from becoming fatigued or exhausted, it stores 1 fatigue point (for fatigued) or 2 fatigue points (for exhausted). When the tiara is removed, the wearer becomes fatigued if the tiara had exactly 1 fatigue point stored, or exhausted if it had 2 or more points stored. For every point beyond 2 stored, the wearer takes 1d6 points of damage. A successful Fortitude saving throw against DC 10 + number of stored fatigue points reduces the damage by half.

Construction
Cost 7,500 gp; Requirements Craft Wondrous Item, ray of exhaustion


Minor Artifacts

As is normally the case for minor artifacts, the following artifacts are not unique. No one alive today possesses the knowledge or means to create them and they are almost impossible to destroy, except by the indicated method. Due to their rarity, they are often considered priceless and are jealously guarded by cultists or wizards who acquire them.

Lesser Pallid Mask

Aura overwhelming conjuration; CL 21st; Slot head; Weight 2 lbs.

Lesser pallid masks are masks that have been shed from the original Pallid Mask and retain some of its cosmic power. The wearer of a lesser pallid mask gains a +4 bonus on Perception checks and all Knowledge checks. In addition, creatures do not notice the wearer's presence unless the wearer interacts with them personally. Even attacks by apparent allies against the wearer do not alert enemies to the presence of the wearer. This is a mind-affecting abjuration effect similar to hide from animals, though the effect is not restricted to animals. An observer can notice the wearer normally by means other than vision, hearing, and scent.

Destruction
A lesser pallid mask can be destroyed by wearing it in a zone of truth while in the presence of the King in Yellow as he speaks a secret truth.

R’lyeh Disk Fragment

Aura strong transmutation and conjuration; CL 12th; Slot —; Weight 5 lbs.

This jagged green stone slab looks like it's a part of a strange puzzle. Any aquatic aberration (and other entities closely associated with the Cthulhu Mythos at the GM's discretion) within 50 feet of the fragment gains a +4 enhancement bonus to Constitution and a +1d6 morale bonus on weapon damage rolls.

Once all the pieces of the R’lyeh Disk have been put together and bound in a special ritual known to few, the complete disk can be used to awaken Cthulhu. He is not under the awakener's control.

Destruction
A R'lyeh Disk fragment can be destroyed by inscribing an Elder Sign on it with the blood of a starspawn.

Sphere of Nath

Aura strong conjuration; CL 20th; Weight 1 lb.

When held, this dark, palm-sized glass sphere lets you use the physical attributes of another location you are familiar with. For example, you can use the advantage of magical standing stones on a mountaintop while in a basement miles away, an underwater cavern, or your own spellcasting chamber. In a sense, you are in two places at once. However, the properties do not extend beyond your person. It also allows you to meet any location component of a ritual or spell. You cannot cast a spell through the connection to bypass the normal range restrictions of spells. (Thus, a spell you cast with the aid of the sphere still takes effect from your location, not from the location the sphere is connected to.)

Destruction
A sphere of Nath can be destroyed by sending it through a gate while it is linked to the location of a Great Old One or similarly powerful entity.


Major Artifacts

As with all major artifacts, the following items are unique and impossible to reproduce. Each is important to the cult of a Great Old One or Outer God.

R'lyeh Tablet

Aura overwhelming necromancy; CL 21st; Slot none; Weight 25 lbs.

Any creature that sleeps within 100 feet of the R’lyeh Tablet has constant dreams of Cthulhu and being in R’lyeh. During these dreams, the subjects psychically enter that place, as if by astral projection, returning when they awaken from sleep. If a creature is holding something on R’lyeh before it wakes, that item comes along to the waking world. However, any dreamers that are killed, knocked unconscious, or imprisoned while dreaming cease to exist outside R'lyeh, and all memory of their outside existence is erased.

Destruction
The R'lyeh tablet can be destroyed by damage while physically in R'lyeh, but it has 200 hit points and hardness 8.

Shining Trapezohedron

Aura Strong conjuration; CL 20th; Slot none; Weight 50 lbs.

Through the shining surfaces of this massive crystal trapezohedron, one can see through all time and space. For every 4 rounds the user looks into the Shining Trapezohendron, the user can cast a divination spell (90% accuracy). Every 4 rounds that the user stares into the crystal, the user must succeed at a DC 15 Will saving throw or become shaken for 1 hour. Note, multiple shaken effects are cumulative, so if the user is already shaken and fails a save, that user becomes frightened. If the save fails by 10 or more or the result is a natural 1, the user gains an insanity (see page 94). If the user watches for 5 minutes straight, the Shining Trapezohendron summons the Haunter (an avatar form of Nyarlathotep). The Haunter is not under the user’s control.

Destruction
To destroy the Shining Trapezohedron, it must be bathed in the heart blood of the Hunter, at which point it dulls, loses its magical properties, and can be shattered.


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