Armor (plate), artifact (requires attunement by a erinyes)

This ornate suit of plate was forged for Invadiah, the most powerful erinyes and captain of Glasya’s elite Pradixikai guard. It is designed to be both seductive and intimidating: form-fitting dark metal that accentuates the feminine silhouette of an erinyes, with spikes, infernal motifs, horned helm elements, crimson accents, and openings suited to angel-like wings. While worn, it radiates an aura of commanding presence and lethal beauty.

Attunement. Only an erinyes can attune to this armor. The moment a creature attunes to and wears it, Glasya immediately knows which creature is wearing it and their exact location (this knowledge updates continuously while the armor is worn).

Magic Bonus. While wearing this armor, you gain a +5 bonus to AC.

Movement and Size. Your flying speed increases by 90 feet. You can take the Dash action as a bonus action, but only to move using your flying speed. Your flying movement does not provoke opportunity attacks or other reactions. Your walking speed increases by 20 feet. Your size becomes Large, and all equipment you are wearing or carrying resizes to fit.

Combat and Vitality.

  • The damage dice of your weapon attacks are doubled.
  • Your hit point maximum increases by 100.
  • Your Strength score increases by 8, and your maximum for Strength increases by 6.
  • Your Dexterity score increases by 8, and your maximum for Dexterity increases by 2.
  • Your Constitution score increases by 8, and your maximum for Constitution increases by 6.
  • Your Intelligence and Wisdom scores each increase by 11, and your maximum for each increases by 5.
  • Your Charisma score increases by 12, and your maximum for Charisma increases by 10.

Resistances and Immunities. You have resistance to radiant, bludgeoning, piercing, and slashing damage. You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are immune to necrotic damage. If you would take poison or fire damage, you instead regain hit points equal to the amount of that damage. You are immune to being charmed, exhaustion, and frightened.

Other Benefits. You can speak, read, and write all languages. You regain 20 hit points at the start of each of your turns. As a bonus action, you can teleport up to 120 feet to an unoccupied space you can see. You gain expertise in the Perception, Deception, and Intimidation skills. When you use your Parry reaction, you instead add 8 to your AC against that attack (instead of the normal bonus).

Ethereal Jaunt. As an action or bonus action, you can become ethereal (as the etherealness spell). You can end this effect early as a bonus action. While ethereal, you remain in the Border Ethereal and can return to the Material Plane in an unoccupied space of your choice within 5 feet of your ethereal location when the effect ends.

Spells. While wearing the armor, you can cast the following spells at will (spell save DC 26): alter self (you can become Medium when changing your appearance; your equipment resizes with you), detect evil and good, disguise self, fireball, invisibility (self only), and wall of fire.

No creature other than a devil with truesight can see through your magical disguises (including those created by alter self, disguise self, or similar effects from this armor).

The armor has 6 charges and regains 1d4 + 2 expended charges daily at dawn. You can expend 2 charges to cast blade barrier, dispel evil and good, or finger of death, gate (spell save DC 26).

Legendary Actions. You gain 3 legendary actions. You can use them to take an action, take a bonus action, use your movement speed, or command one ally you can see to take an action, take a bonus action, or use their movement speed (the ally’s movement does not provoke opportunity attacks). You regain expended legendary actions at the start of your turn.

Legendary Resistances. You have 3 legendary resistances. If you fail a saving throw, you can choose to succeed instead. You regain expended legendary resistances at dawn.

Destruction. The Armor of the Pradixikai can only be destroyed by Glasya herself.

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: Resistance: Piercing, Bonus: Armor Class, Resistance: Slashing, Resistance: Bludgeoning, Immunity: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons, Immunity: Necrotic, Resistance: Radiant, Bonus: Speed (Flying), Bonus: Speed (Walking), Expertise: Intimidation, Proficiency: Intimidation, Proficiency: Deception, Expertise: Deception, Proficiency: Perception, Expertise: Perception, Immunity: Exhaustion, Immunity: Frightened, Immunity: Charmed, Bonus: Hit Points, Size: Large, Language: All, Bonus: Charisma Score, Bonus: Ability Score Maximum, Bonus: Intelligence Score, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Bonus: Wisdom Score, Bonus: Ability Score Maximum, Bonus: Dexterity Score, Bonus: Strength Score, Bonus: Ability Score Maximum, erinyes, Healing, Teleportation, Communication, Buff, Social, Utility, Combat, Shapechanging, Warding, Outerwear, Transforming, Artifact, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2026 5:41:28 PM
2
0
--
Coming Soon

Item Tags: Healing Teleportation Communication Buff Social Utility Combat Shapechanging Warding Outerwear Transforming Artifact

Bigbossduckman

Comments

Posts Quoted:
Reply
Clear All Quotes