Armor (plate), artifact (requires attunement by a creature with a Chaotic Evil Alignment)

This hideous armor is formed from a material that absorbs all light, beneath which Nine stars shine brightly. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into and secure themselves to your skeleton.

While wearing this armor, you have a +3 bonus to Armor Class, immunity to radiant damage, and you have resistance to the following damage types: necrotic, cold, and psychic.

Seed of Chaos:  Every time you take more than 50 hit points of damage in a single turn, one of the stars on your armor blinks out. Whenever a star disappears from the armor, radiant energy is pumped through the tendrils and straight into your body restoring [roll]10d6[/roll] hit points. When the last star vanishes from the armor, it compresses itself and the user into point of infinite density leaving a Sphere of Annihilation in its space. This Sphere of Annihilation has a movement speed of 25 feet and moves towards any living creature in a straight line within 500 miles.  It cannot be dispelled by anything less than a Wish spell or Divine Intervention.  Upon consuming 1000 cubic feet of matter (125 rounds of movement through solid material) or a total of 250 hit points, the Sphere of Annihilation splits into two identical spheres

Parasitic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.

Consume: As an action, you can spend one charge to consume reality around you.  Your size increases to large until you complete a short or long rest. A field of destruction originating on you crashes into everything within 60 feet of you, ignoring cover. Every creature and object takes [roll]8d6[/roll] force damage and [roll]8d6[/roll] cold damage.

The armor requires fresh blood be fed to it. Within 1 hour after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up), drink 1 gallon of blood taken from a living creature no longer than 1 hour ago, or take [roll]20d6[/roll] cold damage and [roll]20d6[/roll] necrotic damage (ignoring resistances and immunities and your hit point maximum is reduced by this amount permanently).

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: Bonus: Armor Class, Resistance: Necrotic, Resistance: Cold, Resistance: Psychic, Immunity: Radiant, Size: Large, creature with a Chaotic Evil Alignment, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

tacodude122

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