[Mythical Arsenal] Garb of Euryale (Patreon)
Content
Garb of Euryale
Wondrous item, uncommon (requires attunement)
Component: monstrosity (medusa) hair
Seeking to surpass the beauty of the gods, an arrogant seamstress crafted an exquisite dress of silk, gold, and unrivalled vanity. Shortly after parading her masterpiece around the city’s temples, she disappeared. The dress was found in her home, adorning a marble statue bearing an uncanny resemblance to its creator.
False Glamour. When you first don this dress after attuning to it, and each day at dawn as long as you’re wearing it, it casts the sanctuary spell (save DC 13) on you, with the following changes:
- It lasts for 8 hours instead of 1 minute.
- You’re endowed with an aura of magnetic charisma while the spell lasts, granting you advantage on Charisma (Persuasion) checks.
- It doesn’t end early if you make an attack or cast a spell that affects an enemy creature, but it ends if a creature hits you with an attack.
- When the spell ends, your face is briefly replaced with a horrifying ophidian visage. Each creature of your choice within 15 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn.
Curse. This dress is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the dress, and if you look at your own reflection while not under the effect of the dress’ sanctuary spell, you must succeed on a DC 13 Constitution saving throw or be restrained as your body starts to turn to stone. You must repeat the saving throw at the end of your next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the next dawn, when the dress casts sanctuary on you again. Once you succeed on a saving throw against the curse, you can’t be affected by it again until the next dawn.
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Rare variant: Increase the save DCs to 15 and the range of the False Glamour property’s frightening effect to 30 feet. A creature that fails its saving throw against that effect takes 4d6 psychic damage and is frightened for 1 minute instead of until the end of its next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Very rare variant: You have a +1 bonus to AC while wearing the dress and no armour. Increase the save DCs to 16 and the range of the False Glamour property’s frightening effect to 30 feet. A creature that fails its saving throw against that effect takes 4d6 psychic damage and is frightened for 1 minute instead of until the end of its next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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