Armor (plate), legendary (requires attunement)
Description. Shimmering with a mesmerizing verdant hue, the Basilisk's Cry is crafted from the scales of a mutant chimera, each plate slightly transparent and layered to resemble overlapping reptilian skin. Veins of dark green venom pulse visibly through the semi-transparent scales, giving the armor an eerie, lifelike appearance. The helm of the armor is fashioned to resemble a basilisk's head, with emerald-colored eyes that seem to gleam and follow onlookers. The joints are reinforced with mithral, ensuring flexibility without compromising protection. Etched along the surface are intricate runes that flicker with a toxic green glow, especially under moonlight, adding to its otherworldly allure.
Usage. When activated as a reaction, the Basilisk's Cry releases a controlled wave of toxic venom in a 30-foot radius. All creatures within the area must make a DC 18 Constitution saving throw. On a failed save, they take 8d6 poison damage and are poisoned for 1 minute. On a successful save, they take half damage and are not poisoned. This ability can be used up to 5 times per day. The armor regains all expended charges at dawn.
Lore. Woven into legend, the Basilisk’s Cry was fashioned by an ancient order of alchemist-warriors, sworn to protect the serpentine gods of the forests. The armor has seen countless battles and is said to channel the ferocity of the very creature it emulates. In times of great peril, it can command nature’s toxic wrath, turning the tide in the favor of its wearer. Histories recount that no owner of this armor met a natural end; it remains to be seen whether the protective instillations are a blessing or a curse.
Material Composition. Chimeric scales fused with basilisk venom essence
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, Immunity: Petrified, Control, Str. 15 Required, Stealth Disadvantage
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