Armor (plate), legendary (requires attunement by a Medium humanoid taking the time to focus on the armor will feel a sharp pain between the shoulder blades as something leaves the armor and enters you, shortly after the armour feels weightless as if it is listening.)

You have a +1 bonus to AC while wearing this armor. You can equip or unequipp as a bonus action. When done this way the armor comes to life as animated armor under the attuned characters control with the +1 modified added to its AC and all checks, saving throws and attacks. The animated armor also benefits of adamantium metal it is forged from making the wearer and itself immunity from critical hits. The armors turn is immediately after the characters turn and can use its reaction to impose disadvantage on a attack made towards a friendly medium or smaller creature within 5 feet taking 1d6 damage per 10 points of damage rounded up on a successful block.

When the animated armor falls to zero hp it is destroyed. To repair it takes 1d12 +7 days along with a ruby worth 5 thousand gold and a homunculus that the repairs consume.

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, Immunity: Critical Hits, Medium humanoid taking the time to focus on the armor will feel a sharp pain between the shoulder blades as something leaves the armor and enters you, shortly after the armour feels weightless as if it is listening., Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Gruntoom

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