Basic Properties
- Armor Class: 18 + 3
- Weight: 30 lbs.
- Type: Medium armor
Appearance: This seductive crimson chain mail gleams with a faint, pulsing amber light. Each delicate link is engraved with minute symbols of temptation. The shoulder pieces feature small spikes reminiscent of succubus horns, and the mail seems to shift and ripple across the wearer's form even when they stand still. The metal links feel unnaturally warm to the touch and make a subtle, almost melodic chiming sound with movement. Small wisps of sulfurous smoke occasionally drift between the chains when the wearer moves.
Enchantments and Special Properties
- Infernal Allure: Advantage on Charisma (Persuasion) and Charisma (Deception) checks against creatures that might be physically attracted to you. Downside: After using this ability, affected creatures within 30 feet develop resentment and have advantage on Wisdom (Insight) checks against you for 24 hours.
- Fiendish Vitality: Gain temporary hit points equal to your level at the start of each of your turns. Downside: For each 10 temporary hit points received (rounded up), suffer 1d4 psychic damage that cannot be reduced or prevented.
- Avernus Resistance: Resistance to fire damage and immunity to being frightened. If the wearer already has resistance to fire, that resistance becomes immunity. Downside: Vulnerability to radiant damage and disadvantage on saving throws against being charmed.
- Succubus Kiss: As an action, make a special melee attack and attempt to kiss a creature within 5 feet. On hit, you deal 4d6 necrotic or fire damage (you choose) and regain hit points equal to half the damage dealt. Downside: After use, make a DC 15 Wisdom saving throw or become charmed by the target for 1 minute.
- Blood Pact: When dropping to 0 hit points, choose to instantly stabilize and regain 2d6 hit points. Downside: Each use adds a mark on your skin and a charge to the armor that can only be removed with a Remove Curse spell. At three charges, the next use summons an uncontrolled devil instead of stabilizing you. The devil is aware of who summoned it, and has complete autonomy.
- Seductive Flexibility: Does not impose disadvantage on Dexterity (Stealth) checks, unlike normal chain mail. Downside: The wearer takes 1d4 necrotic damage whenever they attempt to make a Stealth check.
- Passionate Protection: As a Bonus Action, choose one willing creature within range. Their AC increases by +5 and your proficiency bonus (max +15) until the end of their next turn. Downside - Carnal Vulnerability: For 1 minute after use: Disadvantage on Wisdom saves and checks, Double damage from creatures you find attractive, DC 15 Wisdom save at the start of your turns or use your action to approach and touch a creature you're attracted to DC 12 Charisma (Persuasion) checks can easily manipulate you. The armor pulses crimson when activated. After three uses without a long rest, the armor may attempt to exert greater control over you (DM roll).
Curse: Insatiable Desire The armor binds to the wearer's flesh and soul, corrupting them with infernal lust. While cursed, removing the armor is impossible without a Remove Curse spell or similar magic.
The Curse's Effect: The curse manifests in three progressive stages depending on specific conditions:
Stage 1 (Initial Attunement and use the armor's abilities 5 times): Develop intense desire for physical pleasure. DC 15 Wisdom save when shown affection or seduced, or be charmed by the next person you see for 1 hour.
Stage 2 (After using the armor's abilities 10 additional times): The wearer experiences increasingly intense sensations of sexual desire. Disadvantage on Concentration checks and Wisdom save to prevent being charmed by the next person you see increases to DC 20.
Stage 3 (After using the armor's abilities 15 additional times): The wearer's soul is claimed by the Lords of Avernus, and upon their death, their soul is permanently dragged down into Avernus to serve on the fourth level of the Nine Hells as a sex slave to the archdevil Fierna herself. They must succeed on nightly DC 17 Charisma saves or permanently lose 1 Wisdom. At 0 Wisdom, the wearer becomes an NPC devoted entirely to pleasure. Lost Wisdom points can only be reclaimed by engaging in an act of carnal lust with any willing participant.
Temporary Removal - Carnal Sacrifice: The armor may be temporarily removed for 1d4 hours if the wearer engages in an act of passionate intimacy with a willing partner. During this act, both participants must succeed on a DC 15 Constitution saving throw or suffer 1d4 necrotic damage as the armor draws essence from their pleasure. The armor will automatically return to the wearer after the duration expires, regardless of distance, teleporting back onto their body. Each time this method is used, the DC for the Constitution saving throw increases by 2, as the armor demands more intense experiences.
Attunement Requirements
- Spend 1 hour wearing the armor
- Allow a drop of your blood to be absorbed into the metal
Lore Forged by Fierna, archdevil co-ruler of Phlegethos, the fourth layer of the Nine Hells. Created to corrupt paladins and other champions of good, turning their virtues against them. Originally designed as a seductive trap for a legendary paladin who had resisted all other temptations, the chain mail's form was specifically chosen to appeal to warriors who valued both protection and mobility.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.
Blood Pact Devil Summoning Chart
For the Armor of Lust
When the Blood Pact property summons a devil, roll 1d100 to determine which fiend appears from Avernus. The devil knows who summoned it and is not under the wearer's control. The summoned devil remains for 1 hour before returning to Avernus, unless banished or slain.
| d100 Roll | Devil Summoned | CR | Description |
|---|---|---|---|
| 01-10 | Spined Devil | 2 | A small, winged devil covered in barbs that can fire spine projectiles. It taunts the wearer about their desires and weaknesses. |
| 11-20 | Bearded Devil | 3 | A humanoid devil with a beard of spines that inflict disease. It refers to the wearer as "partner" and suggests increasingly dangerous activities. |
| 21-30 | Succubus/Incubus | 4 | A shapeshifting fiend that feeds on mortal desire. It attempts to seduce the wearer's allies while claiming to be the wearer's "true love." |
| 31-40 | Barbed Devil | 5 | A tall, spiny devil with reflexive damage. It offers the wearer "protection" in exchange for increasingly compromising actions. |
| 41-50 | Osyluth (Bone Devil) | 9 | A skeletal devil with a scorpion-like tail. It claims to have been sent by Fierna to "evaluate" the wearer's worthiness for greater power. |
| 51-60 | Erinyes | 12 | A beautiful, winged fallen angel. It claims to be impressed by the wearer's resilience and offers a "better deal" involving immediate allies. |
| 61-70 | Narzugon | 13 | A hellish knight riding a Nightmare steed. It treats the wearer as a subordinate and demands they prove their worth through a specific task. |
| 71-80 | Orthon | 10 | A muscular devil with mechanical enhancements. It hunts a target of the DM's choice, claiming the wearer has "marked" this target through their desires. |
| 81-87 | Amnizu | 18 | A bloated, frog-like devil of significant power. It claims to have paperwork showing the wearer's soul is "scheduled for collection" and offers to "renegotiate terms." |
| 88-94 | Pit Fiend | 20 | A massive, bat-winged devil of tremendous power. It claims the wearer has gained "special attention" from Avernus due to their activities. |
| 95-98 | Zariel's Chosen | 17 | A devil champion of Zariel, bearing wounds from the Blood War. It demands the wearer's assistance in a Blood War mission as "payment" for their continued existence. |
| 99 | Fierna's Emissary | 16 | A seductive devil diplomat directly representing Fierna. It offers to remove the curse—for a cost far greater than the wearer could imagine. |
| 100 | Mephistopheles' Agent | 22 | A suave, intellectual devil bearing arcane sigils. It expresses "professional admiration" for the armor's corruption of the wearer and offers knowledge of "the armor's true purpose." |
Devil Behavior
The summoned devil's behavior depends on their type, but all share certain traits:
-
Initial Attitude: The devil appears with a neutral attitude toward the wearer. It neither immediately attacks nor offers assistance.
-
Knowledge: The devil knows exactly how the armor works, including its curse and all abilities.
-
Goal: Each devil seeks to further corrupt the wearer or those around them, typically by:
- Offering "help" with dangerous strings attached
- Revealing secrets that cause discord among allies
- Proposing "improved terms" for the armor's curse that actually worsen it
- Creating situations that force the wearer to choose between their desires and their allies
-
Contract: Higher-ranking devils (CR 10+) may offer to formalize a contract with the wearer, claiming to make the armor "more manageable" while actually increasing its hold.
DM Notes
The devils summoned by this feature should present moral dilemmas rather than just combat challenges. They're not simply monsters to defeat but tempters seeking to further the armor's corruption. A summoned devil might even leave without conflict if it believes it has planted sufficient seeds of temptation.
The Blood Pact devil summoning is a perfect opportunity to introduce plot hooks related to Avernus, the Blood War, or Fierna's schemes.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Notes: Immunity: Critical Hits, Advantage: Persuasion, Advantage: Deception, Immunity: Frightened, Resistance: Fire, Vulnerability: Radiant, Disadvantage: Wisdom Saving Throws, Bonus: Armor Class, Set: Minimum Base Armor, Set: Armor Class, Charmed, Charmed, At three charges, the next use summons an uncontrolled devil instead of stabilizing you. The devil is aware of who summoned it, and has complete autonomy., person in an intimate relationship with someone of Infernal Origins (demons, tieflings, archdevils, etc...), Combat, Warding, Cursed, Str. 13 Required, Stealth Disadvantage
Previous Versions
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