Demon Armour, Greater (3.5e Equipment)

Demon Armour, Greater
''Only the most powerful, and insane, individuals can make this armour, and to date, only four have been made. Like its lesser brother, this armour is all-covering, but it physically radiates such power that lesser beings die just by wearing it. The runes of power covering its surface are powerfully glowing, and the demonic faces on it actually move and chatter in voices. Folded at the back are impressive (and fully-functional) brass wings.''

Greater demon armour is a suit of masterwork full plate. It has an enhancement bonus to its AC value equal to 1/3 of the character level of its wearer (rounding down, minimum +1). Additionally, it gives its wearer the capability to make two claw attacks, each dealing 1d8 damage for a Medium creature. These have an enhancement bonus to attack and damage rolls equal to 1/3 of the character level of its wearer. If the wearer is using a one-handed or light weapon, they may make a claw attack as a secondary attack.

Additionally, a living creature that is struck by at least one claw attack and/or at least one weapon attack from the wearer must make a Fort save at the end of the round (DC 10 + 1/2 the wearer's character level + the wearer's Charisma modifier). If this is failed, the struck creature is affected as if by a rapture of rupture spell. This can never force the same creature to make multiple saves in one round.

Furthermore, the armour gives its wearer a fly speed equal to triple their base land speed, with perfect maneuverability. The armour also protects its wearer from any negative environmental effects of the Abyss.

Lastly, the armour gives its wearer the following spell-like abilities, each useable once per day: apocalypse from the sky, heal (self-only, swift action use), insanity (instead affects all non-chaotic, non-evil creatures in a 10-mile radius). The caster level for these abilities is equal to the wearer's character level, and any DCs are calculated as 10 + 1/2 the wearer's character level + the wearer's Charisma modifier.

A character which is not evil or not possessed takes a negative level while wearing this armour. This can never cause actual level loss, but it cannot be removed unless the armour is removed. Additionally, if the creature wearing this is lower than 18th character level, it takes an additional negative level per level of difference (with the same rules as above). Lastly, the armour seeps into its wearer's mind and makes it more prone to huge swings of emotion. This gives a -6 penalty on Charisma checks against non-chaotic creatures, and a -6 penalty on saves against abilities that cause emotion in the target (most fear abilities, and abilities that cause morale bonuses, for example, cause emotion).

Prerequisites: Craft Magic Arms and Armour, apocalypse from the sky, insanity, caster level 18th, creator must be evil or possessed.

Cost to Create: 27,000gp, 2,080 XP, 52 days.