Slithermaw's Bane (Heroic)
An artifact suit of elven mail, alive with a fallen hero's heroism, speaks telepathically, shrugs off poison, and purges toxins on demand.
Communication telepathy (partner only)
The heroism of Kyloss Syndar, founder of Greengold and slayer of the demonic hydra Slithermaw, imprinted this suit of armor with a gleaming, prismatic sheen that sparkles under bright light. The telepathic voice of Slithermaw's Bane is boisterous and grandiose, encouraging his partner to take up leadership roles while also providing advice to maintain loyalty and strengthen bonds of friendship.
Slithermaw's Bane is a suit of +3 major resilient greater fortification high-grade Elven Chain that grants his wearer poison resistance 15, and the item bonus his resilient rune grants to saving throws versus poison increases by 1 to +4.
Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here.
| Stat | Value |
|---|---|
| Level | 20 |
| Price | 0 |
| Bulk | 0.1 |
| AC Bonus | +2 |
| Dex Cap | 3 |
| Str | 1 |
Activations
Calistria's Sting R (Concentrate, Poison) · Frequency once per day · Trigger A creature grapples you · Effect Poison wells up from the armor's links to seep into the triggering creature's body, causing it to suffer wracking pains as if it was being stung by thousands of angry wasps. The triggering creature takes 7d6 persistent poison damage (DC 34 basic Fortitude save); this persistent damage can't be ended as long as the triggering creature continues to grapple you. _Slithermaw's Bane_ can't activate Calistria's Sting using his actions.
Purge Toxins 2 (Concentrate) · Frequency once per minute · Effect _Slithermaw's Bane_ attempts to counteract a Disease or Poison affliction affecting you, with a counteract rank of 9th and a +25 modifier to the roll (+30 modifier if the source of the disease or poison effect on you was created by a Fiend).
Adaptation 2 (Concentrate) · Frequency once per hour · Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore difficult terrain within the chosen environment and gain a +2 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You're also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparations or the next time you activate it, whichever comes first.
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