Armor (plate), artifact (requires attunement by a Dwarf with 16 strength and 16 intelligence or higher)

Animated Dwarvish Armor is a 12-foot tall suit of bronze arcane plate armor with a grand amethyst imbedded in the chest. It is powered by Netherese runes on the inside along the spine of the armor. The armor will recite its three codes to any that come within 5 feet of it:

"Thar's me head" (head is the armor's soul bound)

"Reinfarce ye du'y"

"Don' forget yer head"

Migh' o' Mass . The weight of the armor does not contribute towards your encumbrance. Furthermore, while you are wearing the armor, your Strength score changes to 25 if it is not already higher. Additionally, your walking speed changes to 60 feet if it is not already higher, and you gain a jumping speed of 60 feet.

Biggen. While you are wearing the armor, your size is Large. This means that you can wield Large-sized weapons (DMG p. 278). Your reach is 10 feet. Your carrying capacity is your Strength score multiplied by 150. It is harder for you to find cover; where a Medium creature would find total cover, you might only receive three-quarters cover; where a Medium creature finds three-quarters cover, you might only receive half cover; and where a Medium creature finds half cover, you find none (DM's discretion).

Farged by Fros'. The armor has a 4-day self-contained air supply. While you are wearing it, you have resistance to fire and cold damage, and you are unaffected by high air pressure or by the vacuum of space. You are also immune to harmful gases and vapors.

Well Defended. While you are wearing inside the armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 6.

Bar-Brawl Cuffs. While you are wearing the armor, you can roll 2d8 in place of the damage of your unarmed strikes.

Cave Sigh'. While you are wearing the armor, you can see in dim light or darkness within 600 feet of you as if it were bright light.

Javel'n Tosser. The armor is equipped with an oversized hand crossbow mounted on the left forearm of the suit. It requires javelins to load and does 3d4 piercing damage. It also has the loading property.

Marked Fer Life. Once attuned, you cannot become unattuned to the armor except for the use of a Dispel Magic spell or higher.

Cheers Me Boys... One Las' Time. If the armor is ever destroyed, the scraps left behind will come together to forge a small wooden and metal barrel that acts as an Alchemy Jug.

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: Fire, Resistance: Cold, Dwarf with 16 strength and 16 intelligence or higher, Str. 15 Required, Stealth Disadvantage

Sheppito

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