Only a handful of these suits of plate armor are known to still exist. Thought to have been made during the great war against the Daelkyr they are very old, but continue to be just as effective as the day they were made. Suits of BAMM armor, as they came to be known, were created with a magically enhanced metal alloy combining byeshk, mizzium and mithral. The suits are nearly indestructible and only the finest smiths know how to work this type of alloy. Luckily though, these suits were infused with magic that allows them to form fit to the wearer, as long as they are a small, medium or large creature. Unlike normal plate armor, these suits are thinner, more sleek and form fitting with an opalescent or light electric violet sheen due to the byeshk. They create no noise while worn.
While worn, your base armor class is 19 and any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Whenever an aberration attacks you within melee range, the aberration takes 1d6 damage of the same sort they attacked with or you may choose radiant or force damage instead, and it can’t regain hit points until the start of your next turn. This armor does not impose disadvantage on Dexterity (Stealth) checks nor does it have a Strength requirement.
Notes: Immunity: Critical Hits, Small, medium or large creature
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