Armor (scale mail), legendary (requires attunement by a non-cleric creature of evil or chaotic good alignment or cleric/paladin/druid/warlock that can cast 4 or more Necromancy spells that deal necrotic damage)

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence, breath weapons of dragons, on saving throws against being charmed, restrained, paralyzed, stunned, and poisoned and against being cursed with mummy rot, and you have resistance to necrotic and poison damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest chaotic evil-aligned Dragon, Undead, or draconic cultist within 30 miles of you. This special action can't be used again until the next dawn.

While you are attuned to this armor, you can use a bonus action or an action (your choice) to cause one of the following effects. After one of the effects has been used, you can't use it again until you finish a long rest.

  • You cloud yourself in dark mist as your eyes begin to glow bright blood-red and shards of dark bone that resemble draconic horns sprout from your head. You let out a hideous, undead roar that can be heard from up to 190 feet away. Each non-undead hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or take 1d10 necrotic damage + 1d4 psychic damage and be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns with disadvantage, and on a success, is immune to your roar for 10 hours.
  • A wretched, fleshy and partially skeletal draconic hand with long talons reaches out from you as one of your own hands seem to wither to take the same shape. You make a melee spell attack at a target you can see within 10 feet of you. On a hit, the target takes 4d8 + 2 necrotic damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
  • You cast the animate dead without spending a spell slot while targeting corpse that has had most of its organs removed and is at least partially wrapped in linen. When you cast the animate dead spell this way, you instead create a mummy (the DM has the monster's game statistics) that is under your control for double the normal duration for the spell. While the mummy is under your control, you can also cause it to vanish underground for up to 30 minutes (after which, if you have not resummoned it, it automatically rise from the ground), along with all other options you have according to the spell. While the mummy is underground, it still has all of its hit points but is considered unconscious, and you can resummon the mummy as a bonus action as long as the duration you set is not up.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Notes: Resistance: Necrotic, Resistance: Poison, non-cleric creature of evil or chaotic good alignment or cleric/paladin/druid/warlock that can cast 4 or more Necromancy spells that deal necrotic damage, Combat, Warding, Stealth Disadvantage

Item Tags: Combat Warding

Dragonekillax2

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