Base AC 19
10ft fly speed //40ft speed on ground
Damage resistances: poison, (non-magical) slashing, bludgeoning
Temporary hitpoints: 40
Base increase to +2 in STR and DEX
Spells known by the armor
Docent: Identify, detect magic (2 charges /per day)
Hearthwood: cure wounds ( 2 charges self only)
Khyber: 1st level spell equivalents
(1 charge each)
Magic missile
Heat metal
Hunter’s mark
If the armor were to drop down 0 Hitpoints, the armor has a chance of exploding. The wearer must roll a DC 17 int. Check to prevent it, or a DC 20 dex check to escape the armor in time. Or else suffer 4D6 force damage and 4D6 fire damage.
The destruction of the armor renders it unusable. DC 17 tinkerer's tools to repair it, with 3000gp worth of materials to fix.
Notes: Resistance: Poison, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Set: Armor Class
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