An amulet first devised by necromancers who found their students being unable to control their first few creations. These amulets were eventually found by adventurers who turned their use against their creators. Now the creation of these wards is often used to give protection to novice adventurers.
While attuned to this amulet, if an undead with a CR of 4 or lower enters within 30 feet of you for the first time, or starts its turn there, it must make a DC 14 wisdom saving throw or be frightened of you for the next hour.
A creature that succeeds the save is immune to the amulet's effects for 1 hour.
An Undead with CR 3 or higher makes the save with advantage.
Notes: Frightened, Debuff, Warding, Jewelry
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