Armor (studded leather), rare (requires attunement)

You gain +1 to AC and have darkvision out of a range of 10 ft while you wear this armor. 

The armor has 3 charges. If a creature starts its turn within 25 feet of the armor while you wear it and the two of them can see each other, you can use 1 charge to force the creature to make a DC 12 Constitution saving throw if you aren't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.  A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the armor while your wearing it until the start of its next turn, when it can avert its eyes again.   Once the armor runs out of charges, roll a d10. On a 1 or 2, the armor loses its ability to regain charges for 2d6 days.

The armor regains all lost charges (if the armor has at least one charge left) at the start of the next dawn.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Dragonekillax2

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