Armor (plate), artifact (requires attunement)

This hellish suit of plate armor was forged from a special kind of greenish-black steel that only can be found in the Nine Hells of Baator. Only the volcanoes of Phlegetos provided fire hot enough to forge it into a suit of armor. When exactly the armor was created is unknown though, as the knowledge of how to work with this kind of steel was lost a long time ago. Not much is known about the original purpose of that armor either, except that this is the last surviving piece of forged baatorian steel; and as such, it was highly treasured amongst the lords of the NIne Hells of Baator and enchanted with powerful magic.  With its otherworldly shape, wicked spikes and a faint, magic glow, it gives its wearer a very intimidating appearance.

You have a +3 bonus to AC while wearing this armor.

While attuned to it, you also gain the following traits:

  • Baatorian Steel Resilience. The infernal material protects you from the dangers of the Nine Hells. You are immune to fire and poison damage and resistant to cold damage, and any critical hit becomes a normal hit while wearing this armor.
  • Fiendish Vigor. While wearing this armor, you count as a fiend for the purpose of spells and abilites that can detect the presence of fiends.
  • Otherworldly Appearance. Thanks to the armor's wicked and otherworldly appearance, people who see you will coward in fear. You have advantage on Charisma (Intimidation) checks, but also disadvantage on Charisma (Persuasion) checks.
  • Random Properties. The armor has 2 minor beneficial properties, 2 minor detrimental properties and 1 major detrimental property.

Aura of Dread. As a bonus action, you can cause the armor to emit an aura of dread, which lasts for 1 minute. Any hostile creature that starts its turn within 30 feet of you must make a DC 20 wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours. Once you have used this property, you can't use it again until the next dawn.

Vicious Spikes. The armor's spikes make unarmed strikes quite a bit more deadly. While wearing this armor, your unarmed strikes deal bludgeoning or piercing damage (your choice) equal to 1d4 plus your strength modifier. In addition, your unarmed strikes work like a sword of wounding.  

Infernal Magic. The armor grants you access to infernal magic. You can cast the following spells each once per day from the armor, requiring no material components: Armor of Agathys (5th level), Cloudkill (centered on the armor), Hellish Rebuke (5th level) and Spirit Shroud (5th level, necrotic version). The spell save DC for these spells is 20.

Destroying the Armor. To destroy this armor, the rulers of all nine layers of the Nine Hells of Baator must come together and perform a ritual, while the armor is submerged in lava freshly erupted by the volcanoes of Phlegetos. The ritual lasts for one minute, and only if it was successful, the armor succumbs to the fire and is consumed.

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, Resistance: Cold, Immunity: Fire, Immunity: Poison, Advantage: Intimidation, Disadvantage: Persuasion, Set: Unarmed Damage Die, Immunity: Critical Hits, Frightened, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Semako

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