Second of the three Godslayer Relics (others being the sword Kaletobolkos and Greatshield of Okwelomazdhah/Skeitos Seibarideiwii). This godly armor is forged from a malleable red metal akin to quicksilver, and can change its size and shape according to the wearer (humanoid or otherwise). It has no Strength requirement and does not impose disadvantage on Stealth.
Boon of Alceid Vigor: While attuned to the armor, your Hit Points are set at 858 (player adjusts manually).
Severed Preservation: You are immune to the Charmed and Frightened conditions. You do not fall unconscious at 0 Hit Points, but can choose to keep fighting.
Needle-Suture Repair: When you take damage that would reduce you to 0 HP, or when you take more than 30 damage in a single hit, the armor injects itself into your flesh and bones. You immediately regain 4d10 HP. You can use this feature 3 times per long rest.
The Cost:
- Internal Ruin: For every 10 minutes you spend in combat wearing the armor, you gain 1 level of Exhaustion that cannot be removed until you finish a Long Rest without the armor equipped.
- Feral Mind: If you take damage while Raging, you must succeed on a DC 18 Wisdom saving throw. On a failure, you enter a Feral State. You must use your action to attack the nearest creature (friend or foe). This state ends only if you start your turn with no creatures within 60 feet of you.
- Searing Psyche: After removing the armor, you have Disadvantage on all Charisma and Insight checks for 24 hours as paranoia and coldness settle into your mind.
Notes: Immunity: Charmed, Immunity: Frightened
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