Wondrous Item, artifact (requires attunement by a Infernal Oath)

This black armor is made of faintly red glowing chitin, has a wide grinning mouth on the front of it, and is covered in writhing chains that appear to have a sinister sentience, threatening to constrict anyone in reach. Each chain ends in a rusty hook or wicked blade, perfect for snaring and lacerating victims. This armor belongs to one who is friends with murder and death. It offers an ac of 18 plus your Dexterity modifier.

Infernal Oath. In order to attune to this armor, you must declare an oath that will bind the legion to your bidding. The oath can be any goal, set of rules, or moral tenant that you choose, however it must be clearly defined and actionable. If the oath is of sufficient clarity and importance, it appears in written form and must be signed in blood before it burns away. Once attuned, the voices of the legion trapped inside the armor whisper faintly in your ear. The armor has 30 charges, and it regains 3d8+6 expended charges daily at dawn. Attacks made with the chains in this armor are magical for the purposes of overcoming resistances. For anything with a saving throw, the DC 18.

Regenerate. While wearing this armor, you regain 20 hit points at the start of your turn. If you take radiant damage, this trait doesn't function at the start of your next turn.

Teleport. As an action you can magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.

Hack and Slash. You can replace attacks you make with Hack and Slash attacks. Melee Weapon Attack: +3 to hit, reach 10 feet., one target. Hit: 10 (2d6 + 3) slashing damage plus 5 (2d4) necrotic damage. If the target is a creature, it suffers a lingering wound that causes 3 (1d6) necrotic damage at the start of each of its turns. Each time the wounded target is hit with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points. You are considered proficient with the chains and the chains have the Finesse property.

Grasping Chains. As an action while wearing the armor, you can expend 2 charge to shoot out hook-tipped chains to ensnare a creature that you can see within 10 feet of you. Make an attack roll against the target with a +8 bonus. On a hit, the target takes 2d6 slashing damage and must make Strength save or be grappled. For every size category above you the target is, increase the charge cost by 2 . Until this grapple ends, the target is restrained, takes 1d6 piercing damage at the start of each of its turns, and you can't use Grasping Chains. The target may attempt to break free from the grapple at the end of their turn.

Devilish Form. While wearing the armor, as an action you can spend a number of charges to invoke its infernal inhabitants essence for a number of minutes equal to the charges spent. For the duration, you gain the following effects:

  • Your skin turns blood red, your eyes glow like coals, and the chains writhe across your body like a mound of angry snakes.
  • Grasping Chains' range increases to 60 feet. It deals an extra 2d8 fire damage when it hits a target.
  • You are immune to fire damage.
  • As a reaction when a creature starts its turn within 30 feet of you and you can see one another, you can create the illusion that you look like one of the creature's departed loved ones or bitter enemies. It must succeed on a Wisdom saving throw or be frightened until the end of its turn. Creatures that can see through illusions are have advantage on this save.

Dance Macabre. As an action you may spend 1+ charges to create a momentary circle of spinning hooks and blades around you. All other creatures within 10 feet of you must succeed an Dexterity saving throw or take 1d8 slashing damage. For every additional charge spent, up to 10 charges max, the damage increases my 1d8.

Drag Me to Hell. As an action you may spend 5 charges to attempt to grapple and drag a target into the ground. Choose one target within 60 feet of you, your chains shoot into the ground and explode underneath the target. They must make a Strength saving throw or be grappled and restrained and pulled underground, taking 21 (6d6) slashing damage plus 9 (2d8) fire damage. At the start of each of the targets turns they take 3 (1d6) slashing damage and 3 (1d6) fire damage and then may attempt to break free from the grapple. Each failed attempt and freeing themselves causes the damage at the start if their turn to increase by 1d6 slashing and 1d6 fire. You may spend an additional 5 charges when you take this action to target an additional target. A target cannot be targeted by more than one of these attacks per turn.

Fetch Me Their Souls. When you have someone grappled with Grasping Chains, you can attempt to pull them closer to you. They must succeed a Strength saving throw or be pulled up to 10 feet closer to you. When they are pulled within 5 feet of your space, the mouth on the front of this armor opens up and chomps down on the target, continuing the grapple but freeing up your Grasping Chains attack. Until the grapple ends the target is restrained and you can't consume another target, but at the start of the targets turn they take 4 (1d8) piercing and 4 (1d8) fire damage and you heal for the amount of damage dealt. They may attempt to escape their grapple at the end of their turns. If they are killed by this bite, their essence is consumed into the armor and may be used for Summon Minion.

Summon Minion. As an action you may spend 3 charges to cast the spell Summon Shadowspawn at 3rd level, using one of the shadow minions created from Fetch Me Their Souls. You may increase the number of charges spent to act as upcasting the spell, up to 9th level.

Hell Ball. For 3 charges, as an action, your chains can hurl a ball of demonic fire that explodes in a 20 foot radius sphere centered on a point you can see within 120 feet. The sphere spreads around corners. Each creature in that area must make a Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

Deadly Shaping. You can magically shape a feature of your surroundings into a deadly implement. As an action you can spend 10 charges, and creature you can see within 60 feet of you must make a Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (your choice)

  • Flying Stone. The target takes 22 (5d8) bludgeoning damage and is incapacitated until the start of your next turn, and the implement vanishes.
  • Scything Shrapnel. The target takes 14 (4d6) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 (3d6) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points. These wounds can stack.

Sentience. The Amon's Legion us a sentient, lawful evil suit of armor with an Intelligence of 11, a Wisdom of 12, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The armor communicates telepathically to the creature attuned to it and can speak, read, and understand Infernal and Common. There is a legion of fiends that live inside this armor. They yearn to inflict pain and tyranny on others. They don't care what the beliefs of their wearer are, so long as they are enforced meticulously and transgressors are punished without mercy.

Curse. While wearing this armor, the legion demands strict adherence to your oath. If you act contradictory to your oath or do not seize an opportunity to mercilessly pursue it, the chains constrict around you and you take 1d8 piercing damage. The damage increases by 1d8 with each subsequent transgression. If this damage reduces you to 0 hit points, you immediately die and your soul is sent to hell, where it is imprisoned by a chain devil warden. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Until your attunement to this armor ends, you have disadvantage on ability checks, attack rolls, and saving throws while wearing any other armor.

Notes: Infernal Oath

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