Found during the acquisitions of S.H.I.M.M.E.R., this legendary armor combines arcane and artifice to grant protection from attacks.
But there is always a chance it may malfunction and lead to hazardous outcomes.
Melee and Range Attacks:
On hit: roll a d10 and raise your AC (armor class) by that much.
Then: Roll another d10.
1: The armor has malfunctioned. A jet of electricity shoots out, dealing 3d6 lightning damage to all creatures in a 15ft line.
You may use a bonus action to do a DC15 INT check to fix the armor.
2-9: Nothing
10: The armor has malfunctioned. A blast of force energy shoots out, dealing 2d10 force damage to all creatures in a 10ft radius.
Area of Effect spells:
If a spell or effect would have you make a STR, DEX, or CON save, roll a d4 and add that much to your Save DC.
Then: Roll a d4
1: You are thrown 5ft into the air and must succeed on a DC 12 ATH/ACR check or be knocked prone.
2: You are thrown 10ft into the air and are must succeed on a DC16 ATH/ACR check or be knocked prone.
3: You teleport 15ft in a random direction
4: You teleport 30ft in a random direction
Padded armor consists of quilted layers of cloth and batting.
Notes: Legendary Armor of Verder-Requires attunment , Stealth Disadvantage
Comments