Wondrous Item, rare (requires attunement by a n evil spellcaster)

A jagged iron amulet wrapped in blackened roots, its surface etched with faintly glowing veins of sickly green energy. The air around it smells of rot and sap, and nearby plant life subtly recoils from its presence.

Properties

While attuned to the Amulet of Verdant Ruin, you gain the following benefits:

  • You can cast blight once per day without expending a spell slot.
  • You have advantage on ability checks made to interact with or influence plant creatures in a hostile manner.

However, the amulet carries a corrupting influence tied to the suffering of the natural world.

Aura of Withering (100-foot radius)

The amulet projects a constant aura that affects plant life and plant creatures within 100 feet:

  • Plant creatures (such as treants, awakened trees, and similar beings) have disadvantage on attack rolls and ability checks.
  • At the start of each of their turns, affected plant creatures take 1d6 necrotic damage.
  • Nonmagical plants in the area slowly decay, blacken, and die over the course of hours.
  • Magical plants weaken, showing signs of rot and corruption at the DM’s discretion.

Treants and similar ancient beings are especially affected—they can sense the amulet’s presence instinctively and may become desperate, enraged, or fearful.

Siphon of Life

Each time a plant creature takes necrotic damage from the aura, the amulet gains a charge (maximum of 10). As a bonus action, the attuned creature can expend any number of charges to regain 1d6 hit points per charge spent.

Curse: Blightbound Soul

Once attuned, the amulet cannot be removed voluntarily.

  • The wearer becomes increasingly callous toward natural life, feeling a subtle satisfaction as plants wither.
  • The wearer has disadvantage on Charisma checks made to interact peacefully with fey or plant creatures.
  • Each dawn, the wearer must succeed on a DC 13 Wisdom saving throw or gain a growing disdain for nature, roleplayed as intrusive thoughts or impulses.

Arcane Crystal Anchors

The amulet’s power is sustained by three blue arcane crystals, housed below in the depths of a sunken wizard’s tower. These crystals pulse with cold, azure light, magically linked to the amulet regardless of distance.

Each crystal has:

  • AC 13
  • 18 (4d8) hit points
  • Immunity to poison and psychic damage

When a crystal is destroyed, the amulet’s aura weakens:

  • 1 crystal destroyed: Radius reduced to 60 feet; necrotic damage reduced to 1d4
  • 2 crystals destroyed: Radius reduced to 30 feet; plant creatures no longer have disadvantage on attacks, but damage persists
  • All 3 crystals destroyed: The aura and Siphon of Life cease entirely

The destruction of a crystal is often accompanied by a distant, echoing crack of arcane energy, and the amulet briefly grows warm before dimming slightly.

Destruction

Once all three crystals are destroyed, the amulet becomes inert but still physically intact. To fully destroy it, one of the following must occur:

  • It must be buried beneath the roots of an ancient treant for 24 hours
  • It must be shattered within a consecrated grove or druidic circle
  • It must be consumed by powerful natural magic (such as sunbeam, sunburst, or similar effects at the DM’s discretion)

Upon destruction, the surrounding area rapidly recovers, and any surviving plant creatures are freed from its curse.

Notes: n evil spellcaster, Cursed, Necklace

Item Tags: Cursed Necklace

Johnnathan

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