The A.S.H.D.O.C. resembles a large construct creature with finely articulated joints connected by thick black insulated wiring. The suit has been worked to create the appearance of a large Iron Golem esc appearance with accents of Gnomish design, and its great helm is unusual in that it has no openings — only a broad steel plate in the front with a large orang eye lens in the center. Strange plates, tubing, and large metal bosses adorn the suit in seemingly random fashion. On the back of the suit’s torso is a large rectangular, complex metal apparatus, from which projects a short spout tipped with a cone-shaped red crystal that expels steam. It can house any small creature in it's pilot cockpit located in the center torso. The suit and the pilot are still treated as one entity for the purposes of spell targeting so long as the pilot is attuned and within the suit. If not attuned while within the suit, it provides full cover to spells that require line of sight.
While wearing the suit you gain the following benefits:
- Stasis. Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss. Freeing the user first requires defeating the armor’s automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor’s control.
- Battle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is incapacitated and loses control of its body but retains its awareness. The armor uses the possessed user’s statistics (as adjusted by the armor), but doesn’t gain access to the user’s knowledge, features, or proficiencies. Freeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses (as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that creature at any time.
- Automatic Defenses. Unless Kwalish deactivates the suit’s automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a shield guardian that has stored a magic missile spell cast using a 2nd-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached.
- TBD
- Gain a magical map that updates with points of interest for the user.
- Gain the ability to see through up to 20 foot of rock, with any precious stones or ores highlighted in green light. Generates 1 heat.
- Gain darkvision to a range of 60 feet for up to 1 hour or Create Light out to 30 foot bright light and 30 foot dim light for an hour.
- Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour .
- Translate any writing you can see in any nonmagical language to Gnomish, to a total of one thousand words over 1 minute.
- Fire arm-mounted mining pulse: Ranged Weapon Attack: +8 to hit, range 15 foot cone. Each creature within the cone must make a DC 18 constitution saving throw, on a failure, they take 2d8 force damage or half on a success. Generates 1 heat.
- Activate mining drill to gain a burrowing speed of 20 feet for 1 minute. During this minute you may also use the drills as Simple Melee Weapons: +8+proficiency modifier to hit, target takes 3d6 piercing damage (nonmagical). Generates 1 heat.
- Gain Temporary hit points equal to 100+Your level. This resets on a short rest. Once your temp HP are reduced to zero, any subsequent hit generates one heat. 2 heat if the target is the engine.
- Your speed becomes 40 feet.
- Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
- Your size increases to large
- You have a +2 bonus to AC to attacks from the front and a -2 AC to attacks that target the back apparatus
- tbd
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: Bonus: Armor Class, Set: Strength Score, Advantage: Death Saving Throws, Requires Heavy Armor, Vehicle and Gnomish proficiencies , Str. 15 Required, Stealth Disadvantage
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