This suit of jagged black steel is formed of hundreds of overlapping plates, shaped to mimic the human musculature. Though rigid and imposing, the armor offers its wearer complete freedom of movement. A large, blood-red ruby is embedded at the center of the breastplate.
Upon attunement, the armor fuses with the wearer’s flesh and cannot be removed except by a wish spell or divine intervention.
Bloodthirst.
As a reaction, the wearer may shatter the ruby on the chestplate to unleash the Dread Wolf and activate Bloodthirst. A wolven helmet of black steel erupts from beneath the cloak and clamps shut around the wearer’s head. If the wearer already wears a helmet, the Dread Wolf helm absorbs it, retaining any magical properties of the consumed piece.
While Bloodthirst is active:
-
The wearer can’t speak or hear normally. They perceive the world in blood-red, with all living creatures in their line of sight glowing white.
-
The wearer has blindsight out to 300 feet for detecting living creatures (based on hearing heartbeats and smelling blood).
-
The wearer is consumed with uncontrollable rage and gains the following effects:
-
Is under the effects of the haste spell (no concentration required).
-
Strength and Dexterity scores each increase by +5, to a maximum of 30.
-
Is immune to being charmed.
-
At the start of each of their turns, takes 20 non-negatable necrotic damage. This damage cannot be healed except through Devour (see below) until Bloodthirst ends.
-
Once per turn, may use their reaction at the end of any creature’s turn they can see to make a melee weapon attack against a creature within 5 feet.
Devour.
While Bloodthirst is active, when the wearer reduces a creature to 0 hit points, they may use a bonus action to devour it. The wolven helm tears into the fallen foe, healing the wearer for half their maximum hit points.
Ending Bloodthirst.
Bloodthirst ends if the wearer:
- Detects no living creatures within 300 feet,
- Drops to 0 hit points, or
- Succeeds on a DC 20 Constitution saving throw (attempted as a bonus action). On a failure, the wearer enters Frenzy.
Once activated, Bloodthirst cannot be used again until the wearer completes a long rest. Additionally, once Bloodthirst ends, the wearer suffers 3 levels of exhaustion.
Frenzy.
If the wearer does not use their action, Haste action, or reaction to make an attack before the start of their next turn while Bloodthirst is active, they must succeed on a DC 20 Constitution saving throw or enter Frenzy.
Once Frenzy begins:
- At the start of their next turn, the wearer must move toward the nearest living creature and attack it until it is dead. If multiple creatures are equidistant, the target is selected at random (e.g., with a d6 roll).
- All melee attacks made during Frenzy have advantage.
- Frenzy does not end until Bloodthirst ends.
Additionally, if Bloodthirst has been active for three full rounds, the wearer automatically enters Frenzy at the start of their fourth turn.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Damage, Movement, Combat, Cursed, Symbiotic, fabled, Str. 15 Required, Stealth Disadvantage
Comments