You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
This armor has 3 charges, and regains all of them at Dawn.
As an action, you can choose to summon a pair of Predators. These Predators have 75 hitpoints, 18 AC, are vulnerable to Fire damage, and occupy your tile. They act on your turn, and attack a target you designate that you can see within range; otherwise, they remain by your side passively.
As an action while you have them summoned, you can expend a charge and activate the skill [Seeping Chaos], causing them to extend and gain extra properties for up to 5 minutes or until dismissed. They remain summoned until they drop to 0 hitpoints or are dismissed. You cannot summon extra Predators while you have any Predators currently summoned.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft (extends to 30 ft. during [Seeping Chaos]), one target. Hit: (4d8 + 4) piercing damage.
- Lunge. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: (4d10 + 5) piercing damage. Usable during [Seeping Chaos]
- Multiattack. The Predator makes one attack with its lunge and two attacks with its bite. Usable only during [Seeping Chaos]
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: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Immunity: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons, Paladin, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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