While wearing this amulet you are no longer affected by the effects of Sunlight Hypersensitivity. If the cowl is removed in sunlight the creature takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
The amulet has 5 charges. While attuned to it, you can use a charge to upon entering a room summon a flurry of bat illusions that screech around and disappear. The amulet gains 1d4 charges after a long rest.
While wearing this amulet, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can use it to fly at a speed of 40 feet. If you ever are no longer in dim light or darkness, you lose this flying speed.
While wearing the amulet in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The amulet can't be used this way again until the next dawn.
Notes: Advantage: Stealth, Set: Innate Speed (Flying), Must be fused with the flesh of the wearer by a necromantic blood ritual., Movement, Shapechanging, Deception, Outerwear
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