Armor (plate), artifact (requires attunement)

This wicked suit of black plate armor is wrought from a special form of Mithral with blood red plating towards the lower torso. The metal was infused with the breath of a Shadow Dragon and quenched in the blood of Demons. The armor was supposedly forged in honor of an ancient and long forgotten Demon Lord.
Random Properties. The Armor of Demonic Shadow has the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 1 minor detrimental property
• 2 major detrimental properties
Sentience. The Armor of Demonic Shadow is a sentient chaotic evil armor set with an Intelligence of 22, Wisdom of 15, and Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The armor communicates telepathically with its wearer and can speak, read, and understand Abyssal and Common. 
Personality. A corrupted Nalfeshnee named Morlgurnatz lives within the Armor of Demonic Shadow. When first attuning to the armor, Morlgurnatz will manifest a contract that must be signed in order for the armor to be used. If the attuning creature refuses, the armor and creature both vanish into an inky pool, which evaporates as quickly as it appeared. Morlgurnatz enjoys causing others hate and despair and uses the contract as a way to force the wearer to do the same. Unbeknownst to the wearer, Morlgurnatz is actually just a husk, controlled by the Demon Lord of Shadows, Baernodaugrys.
Demonic Strength. Whenever you hit with any weapon, you deal additional damage equal to your Constitution modifier.
Graceful Shadow. While wearing this armor, you can use an action to cause shadows to envelope and obscure your form, gaining advantage on stealth checks and the ability to teleport to an area of dim light or darkness within 60 feet of you as a bonus action. Choose a number of creatures within 60 feet of you equal to your Constitution modifier when you use this ability. Those creatures must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, it cannot be used again until the next dawn.
Shadewalker. While wearing this armor in dim light or darkness, you can move through other creatures and objects as if they were difficult terrain, including walls and floors. You take 5 (1d10) force damage if you end your turn inside an object.
Shadow Stealth. While wearing this armor, you can take the hide action as a bonus action. While wearing this armor in dim light or darkness, you have advantage on stealth checks.
Spells. While wearing this armor, you can use an action to cast one of the following spells (save DC 18) from it: darkness or maddening darkness. Once you use the armor to cast a spell, you can't cast that spell again from it until the next dawn.
Superior Mithral. This armor does not impose disadvantage on stealth checks. In addition, it allows the wearer to add their full dexterity modifier to their AC.

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: Stealth Disadvantage: Remove, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2020 5:59:16 PM
4
2
1
Coming Soon
6/5/2022 6:59:52 PM
43
13
1.5
Coming Soon

Item Tags: Combat Warding

SilverDragon99

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