Staff, rare (requires attunement by a spellcaster that knows at least one necromancy spell)
The staff of bones is a long staff, intricately shaped from a large femur bone and laced with decorative amethysts.. Adorning the tip are three prongs, in the middle of which a tiny dark void swirls and harmlessly sucks in nothing.
Skeletal Companions. When you first attune to the staff of bones, two skeletons appear from purple flashes in two unoccupied spaces within 5 feet of you. These skeletons are friendly to you and your companions, have an intelligence score of 10, and can understand any language that you know.
- On each of your turns, you can use a bonus action to verbally command one or both of the skeletons. You decide what action the skeleton will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor, which the skeleton will perform to the best of its ability. If you issue no commands, the skeletons will, to the best of their ability, remain within 30 feet of you and defend you against hostile creatures. Once given an order, the skeleton continues to follow it until its task is complete.
- These skeletons have long lost their souls, and if targeted by spells such as true resurrection, will only rise again under the servitude of the staff's owner rather than fully returning to life.
Charges. The staff of bones holds up to 6 charges, 1d4 + 1 of which regenerate daily at dusk. You may expend a charge to do one of the following:
- You may use a bonus action to teleport a skeleton controlled by the staff of bones, and everything it is wearing or carrying, to an unoccupied space within 5 feet of you.
- You may use an action to resurrect a destroyed skeleton controlled by the staff of bones. It regains all of its hit points.
- You may use an action to raise the bones of a medium humanoid within 10 feet of you as a skeleton servant, as if by the animate dead spell.
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