The dullness to this armor betrays its legendary status. As white wax drips from the iron cages about the pauldrons and the helmet, the protection this armor provides serves as a reminder to all who dwell in darkness; even the smallest candle serves the Lord of Light.
When you first find this armor, it most likely rests in its Hardened state, with cool, browned wax encasing its plates. The wax seems to dry and cake up in sharp, pointed layers, providing extra protection for its wearer, and extra detriment to assailants.
Hardened. Whenever you finish a long rest wearing this armor, or spend at least 10 minutes in a cold enough environment as determined by your DM, this armor enters its Hardened state. When it enters its Hardened state, the armor immediately casts the Armor of Agathys spell on its wearer at 9th level. When it does so, the duration of the spell is changed to 8 hours as opposed to 1, and the damage deal is slashing instead of cold.
If you take Fire damage while you have these temporary hit points, they immediately drop to 0 and deal the remainder as damage to the source, rather than 5. Furthermore after taking fire damage, the armor enters its Flowing state.
Flowing. Upon taking Fire damage in its Hardened state or spending at least 10 minutes in a warm enough environment as determined by your DM, the armor enters its Flowing state. While in its Flowing state, the armor grants its wearer resistance to non-magic Bludgeoning, Slashing, and Piercing damage, and immunity to Fire damage. Furthermore, creatures grappled by the armor's wearer have disadvantage on checks made to break out of their Grapple. A creature grappled by armor's wearer takes 3d4 Fire damage at the end of the each of their turns as they are covered in hot wax.
If you take Cold damage while wearing the armor in its Flowing state, the armor enters its Hardened state, and any creature grappled by you must make a DC 18 Strength saving throw, or immediately become Restrained as wax hardens around them. You need not the use of your arms to keep a creature restrained this way. The creature can break free by making a DC 18 Strength (Athletics) check as an action on its turn, and is immediately freed the next time the armor enters its Flowing state.
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
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