This grimy, slime-coated magic armor cannot be made clean by any means. While wearing the armor, you have resistance to poison damage and advantage on saving throws against poison or disease.
In addition, you exude stench. Each other creature that starts its turn within 30 feet of you must succeed on a DC 13 Constitution saving throw or else be poisoned until the start of its next turn. On a successful save, the creature is immune to the stench for 24 hours.
Curse. This armor is cursed, a fact that is revealed only once you don the armor. Once you do, you are cursed by the armor until you are targeted by the remove curse spell or similar magic. While cursed, you appear wretched and disgusting, and you give off a vile smell that gives away your position to creatures within 60 feet without harming them. You have disadvantage on Charisma checks and on Dexterity (Stealth) checks, and creatures can't be charmed by you. Each friendly creature within 30 feet of you also suffers these effects. Removing the armor does not end the curse.
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: Poison, Advantage: Saving Throws, Disadvantage: Charisma Ability Checks, Disadvantage: Stealth, Poisoned, Control, Debuff, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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