Lost Treasures
The lost treasures are listed on page 189 of Tomb of Annihilation, but the stats are left up to you. In this section, we present the treasures as actual magic items
for you to do with as you please.
Black Opal Crown
Wondrous item, legendary (requires attunement)
The crown has 3 charges. You may expend 1 charge to cast counterspell. It regains all charges at dawn.
You may cast detect thoughts at-will. However the only surface thoughts you can sense are only the most negative, base, and destructive thoughts of the creature. While using this ability you must make a DC 15 Wisdom saving throw to take any action other than ending the spell.
While wearing the crown, you may use an action to snuff out a light within sight with a beam of darkness, leaving a tiny portal to the plane of negative energy in its stead. If you choose to target the sun with this power you take 4d10 psychic damage each round until you are no longer attuned to the crown. If Dendar the Night Serpent is attuned to the crown, this damage is ignored and the sun is replaced with a Sphere of Annihilation.
Eyes of Zaltec
Wondrous item, legendary (requires attunement)
The Eye starts with zero charges. Each time that you kill a creature with a CR or level of 4 or higher, it gains one charge. As an action, you may expend 33 charges to cast raise dead on a corpse within 100 feet of you requiring no material components. You must wait 1 month before casting raise dead in this way again. In addition if you do not cast raise dead within 33 days of gaining the first charge, the Eye loses all of of its charges.
Until you expend all the charges of the Eye, you are haunted by those you have slain. Each time you gain a charge you must make a DC 15 Wisdom saving throw or suffer the effects of short term madness. In addition, the symbol of a viper's head slowly becomes visible on your chest, becoming more distinct with each charge gained. In addition, once per day, the spirits may give you disadvantage on a roll, force you to drop your weapon, holy symbol, or arcane focus, alert a foe to your location, or force you to make a DC 15 Constitution saving throw. If you fail the saving throw you cannot gain the benefit of long rests for 24 hours. The DM decides which effect the spirits use and when it takes place.
Navel of the Moon
Wondrous item, legendary (requires attunement)
Once per day, as an action, you may teleport to an area within 100 feet of the person who cares for you most, no matter what plane they are currently on.
Once per day, you may cast contact other plane to consult with your ancestors. Alternatively, you may ask a spirit of your ancestor to enter one of your items, making it sentient and magical. The item gains the alignment, Intelligence, Wisdom, and Charisma of the selected ancestor. In addition it gains the Bond, Ideal, and Flaw of this ancestor. The item can become a +1 magical weapon or suit of armor or you may roll to give it a minor magical property (found on page 143 of the DMG.) While your ancestor inhabits an item in this way you may not cast contact other plane using the Navel of the Moon.
Skull Chalice of Chigakare
Wondrous item, legendary (requires attunement)
While attuned to this item, if you have royal blood and stand in the City of Omu, the chalice will begin to fill with a golden nectar. If you drink this nectar, you gain the power to restore Omu.
The Skull Chalice has 5 charges. You may use an action to expend charges and cast the following spells: bless (1 charge), aid (2 charges), or command (2 charges.) You may also spend 1 charge to give an ally advantage on its next attack. The Skull Chalice regains 1d4+1 charges at dawn.
Once per day if you pour water into the skull and say the command word, the water becomes a potion of heroism. If not consumed within 24 hours, it reverts to water.
You can magically rebuild structures in Omu that are within 200 feet of you. You can affect 50 cubic feet per charge spent. This transformation is instantaneous.