Armor (leather), legendary (requires attunement by a medium Humanoid. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.)

The Armor of the Sovereign was grown over millennia from the armor worn by the first body fed to the Myconid Sovereign, Araumycos. This brown leather armor is covered in mould, lichen and small mushrooms of many colors, shapes and sizes.

While wearing this armor, you have a +3 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.  It can also function as an Arcane Focus for spellcasters connected to the Sovereign.

Symbiotic Nature. The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.

Immediately after you finish any long rest, you must feed your armor 1 full ration and water or it loses its properties. You can choose to allow your armor to feed off of your own body instead.  In that case, you take 2d6 necrotic damage (no resistance) and gain 1 level of exhaustion.  If the armor is not fed for 3 consecutive days, it loses its properties and becomes a normal set of leather armor.

If the armor is exposed to direct sunlight for over 6 consecutive hours, it loses its AC bonus and you gain 1 level of exhaustion.  The AC bonus loss remains until it is fed after a Long Rest.

Seeds of the Sovereign.  Whenever you finish a long rest with the armor in good condition, a patch of lichen, mould and mushrooms is left in that location.  If the armor completes over 6 consecutive Long Rests in the same location , as long as the patch is never in direct sunlight, it becomes permanent and grows over time.  The mushrooms growing from this patch, if disturbed, emit a cloud of spores with a radius of 5ft.  Its effects are one or more of the following:

Hallucination Spores. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

Rapport Spores.  These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Roll 1d6 for each mushroom type to determine initial quantities.  Unless cleaned or destroyed in some way, as long as its location is not in direct sunlight, the patch will continue to expand.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Notes: Bonus: Armor Class, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, medium Humanoid. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you., Creation, Combat, Warding, Cursed, Focus

Item Tags: Creation Combat Warding Cursed Focus

Viriathus

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