Frightening Aura
At the start of your turn, any creatures of your choice within 300 feet of you must succeed on a DC 16 charisma check or be frightened of you until the start of your next turn, when you may repeat this effect.
Dragon claws
The armor has claws built into it. You can use your bonus action to retract or extend these claws. They count as magical with a +3 bonus to attack and damage rolls, and deal 1d10 slashing damage on a hit. These claws ignore magic item resistance from monsters like liches and demiliches, as well as resistance to slashing damage.
Not for the weak
The armor of Yeenoghu requires a score of strength 20 to wield, and any creature that has less then 20 strength that tries to put it on will take 10d10 force damage and cannot don the armor.
Empower the Evil, curse the Good
Any creature of good alignment that puts on the armor of yeenoghu will take 20d10 force damage. If a creature of neutral alignment puts it on, they will take 10d10 force damage instead. A creature of evil alignment that puts it on will gain +2 to one of its ability scores, to a maximum of 24. Any creature that dies from putting on the armor will be wiped from existence and cannot be brought back by anything, except godly magic.
Curse of Yeenoghu
Any creatures that dons the armor of Yeenoghu will receive the following effects:
- You must eat humanoid flesh every 24 hours
- You must eat meat only
- Switch your alignment to and evil one, if it isn't already
- You must eat 3 times as much as you normally did
- If you do not eat you get incredibly angry and go on a rampage for 1 minute, killing and eating everything you see.
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: All, To attune to this armor, simply put it on, Str. 15 Required, Stealth Disadvantage
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