When discovered, the Armor of the Eternal Embrace is unreasonably clean. Regardless of the circumstances in which it is found, it displays no rust, signs of age, dirt or visible imperfections; By all rights, this armor appears to be fresh from the forge. The gleaming steel seems to glow with an internal light, and bears the standard of two fists, crossing over one another across the chest of the breastplate.
When donned by the wearer and attuned, it magically fits itself to their form, becoming perfectly fitted in 1d4 rounds, and granting a +3 bonus to the wearers AC in addition to the protection offered by a normal armor of this type. However, if the armor is being worn when the sun sets for the first time since donning the armor, it cannot be removed without first being subjected to no less than 3 remove curse spells.
If these spells are not cast before the next sun rise, the armor becomes noticeably smaller, causing a -1 penalty to dexterity, and 1d6 crushing damage. When the sun sets on the same day, the armor glows noticeably brighter.
At the next sunrise, the armor shrinks again, incurring an additional -2 penalty to dexterity, and causing 1d12 crushing damage to the wearer. in addition to this effect, the wearer's movement is reduced by 10 as the constricting armor begins to severely restrict their ability to move. When the sun sets again on the same day, the armor glows even brighter, and the wearer takes 1d4 radiant damage as the armor becomes noticeably, and uncomfortably warm.
At the sunrise of the third day the armor is worn, the armor shrinks significantly, causing 3d12 crushing damage to the wearer, and completely restricting any movement. The wearer is unable to move any part of their body encompassed by the armor, and must be physically picked up and moved by their party. The character may be given water through the slits in the helm, but eating any substantial amount of food becomes impossible, as the slits in the visor are too small to accommodate it.
When the sun sets on this third and final day, the armor glows extremely brightly, giving off immense heat as it quickly shrinks to 1/10th of it's original size, pulverizing any part of the wearer that is encompassed by the armor, killing them almost instantly.
After this process is complete, the armor unbuckles, and returns to it's original size and state, shining and gleaming as though nothing has happened.
- The first Remove Curse spell will cause the armor to lose its form fitting capability, as well as the +3 bonus to the wearers AC. The armor cannot yet be removed.
- The second Remove Curse spell causes the other-worldly glow of the armor to diminish, and still the armor cannot be removed.
- The third and final Remove curse spell causes the crossed fist standard on the front of the armor to change, uncrossing and displaying as two fists next to one another. The armor can now be removed.
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: Bonus: Armor Class, Requires Attunement - Heavy armor proficiency required, Cursed, Str. 15 Required, Stealth Disadvantage
Comments