Armor (splint), very rare (requires attunement by a person who has killed and/or cannibalized or evil purposes.)

You get a +2 to AC and have resistance to necrotic damage while you wear this armor. 

The horns atop the headpiece of the armor will glow to produce dim light in a range of 5 feet when any crows, giant crows, blood hawks, vultures or other flesh/carrion eating birds are within 50 feet of it.  

The armor has 6 charges. You can spend 1 charge to cause the malevolent intelligence of an Abhorrent Overlord to course into your mind, increasing your Intelligence score by 3 and your Wisdom score by 1 for 1 minute. During the duration of that minute, you constantly feel an urge to steal gold, silver, and platinum coins and to eat raw meat and/or carrion. You can spend 2 charges to cause up to 3 carrion-eating birds within 50 ft of you to become your allies and fight for you until they drop to 0 hit points or until 15 minutes has passed, or you can make it that you have advantage on saving throws against spells and other magical effects for 25 minutes, or can cause pitch-black claws to sprout from your fingertips for 2 minutes. This makes it that whenever you make an unarmed strike, the attack deals slashing damage plus 2d4 necrotic damage and you regain hit points equal to half the necrotic damage dealt.  You can spend 3 charges to cast confusion or dominate beast. You can spend 5 charges make you fully immune to necrotic and poison damage and you cannot be poisoned for 10 minutes.  Finally, you can spend 6 charges to fully transform into an Abhorrent Overlord (except that you change it's LE alignment to your alignment, you replace its walking speed with your walking speed, and the HP maximum is reduced by 1d4) for 25 minutes unless you choose to end the effect as a bonus action before the 25 minutes ends. Once this ability is used, it can't be used again (even if the armor has its 6 maximum charges) until 1 entire day passes.   Once the armor runs out of charges, roll a d10. On a 10, the armor loses its ability to recharge its charges until the end of the year.

The armor regains 1d6 + your proficiency bonus (if you are proficient with studded leather and/or leather armor) charges at the start of the next dawn.

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Notes: Resistance: Necrotic, person who has killed and/or cannibalized or evil purposes., Str. 15 Required, Stealth Disadvantage

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Dragonekillax2

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