Armor (plate), artifact (requires attunement)

Sentience. The Armor of the Hidden Lord  is sentient as long as it imprisons Gargauth. While sentient, the armor has the following properties:

  • The armor has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
  • The armor can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
  • Climbing Speed You gain climbing speed equal to your movement speed. This requires that you have both hands free.
  • Pit Fiend Claws While wearing the armor, your unarmed attacks do 2d8 + STR slashing damage and count as magical for the purposes of overcoming resistances.
  • Fire Resistance
  • Mouth of Avernus Gaping wide and breathing in, the armor grants all creatures within 30ft , including the wearer, advantage on saving throws against hazards such as area of effect spells. As an action you can cast that spell again from a spell slot worth half of the original casting (rounded down). The armor can only hold one such spell at a time and only for a maximum of 10 rounds, releasing the spell at the end of that last turn.
  • Veins of Avernus While holding in a spell as described in Mouth of Avernus your melee attacks do an extra 1d6 of damage per slot level of the spell contained in the armor. The extra damage is of the same type as of the original spell.
  • Breath of Avernus As a free action, the armor can cast the spells Fog Cloud and Darkness simultaneously as a cantrip. The spells cannot be cast individually.
  • Voice of Avernus Anytime during your turn, the armor can choose to radiate an aura of dread for 1 minute. (This is not a power of the armor that you control.) Any creature hostile to you that starts its turn within 20 feet of the armor must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the armor for the next 24 hours. Once the armor uses this power, it can't use it again until the next dawn.

No items such as boots or gauntlets can be worn over the armor.

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: Str. 15 Required, Stealth Disadvantage

DuskurLogi

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