Unique, CG, Abjuration, Intelligent, Magical, Necromancy
Bulk L
Perception +12; imprecise hearing 60 feet
Communication telepathic images (Common) 60 feet
Int +2,
Wis +2,
Cha +4
Will +15
This item begins the adventure with 10 charges.
Activate [[reaction]] envision; Cost 1 charge; Trigger A creature within 60 feet of the key takes electricity or mental damage; Effect Lumna grants the target resistance 10 to the triggering damage.
Activate [one-action] command (mental); Cost 1 charge; Effect Lumna floods the brain of a creature within 30 feet with painful telepathic images, inflicting 4d8 mental damage with a DC 27 basic Will save The key can spend an additional action and 1 more charge to double the amount of damage or change the area to a 15-foot cone, but then can’t use this activation again for 1d4 rounds.
Activate (10 minutes) command, Interact (exploration); Cost 5 charges; Effect Lumna briefly transforms all allies within 60 feet into energy, renewing them as if they had spent a full day resting. These allies regain Hit Points and recover from conditions as if they had 24 hours of rest. They can make their daily preparations again, with access to all their spell slots and any other daily abilities, even if they already used or expended them. Daily preparations happen as part of this activation, even if it would normally require an hour of study, prayer, or communion.
Activate (1 minute) command, Interact; Frequency once per day; Cost 2 charges; Effect Lumna returns the key and all living creatures within 60 feet to the Ardis Scholars’ manor.
As usual for an intelligent item, the hallajin key has three actions and one reaction per turn, and the key spending actions does not require any of the PCs to spend their actions. The key acts on the same turn as whoever is carrying it.