5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e
Armor of the Dread Emperor
Four chains hang from this brutal plate armour, each ending in a locking collar. Its magic preserves the wearer by forcing bound captives to share incoming wounds. The original item comes from Book of Vile Darkness; the other edition panels are conversions.
Explore: Magic Armour & Shields · Shield Other · Manacles
5.5e / 2024
Very Rare, cursed; requires Attunement. Up to four creatures can be locked into the armour’s chain collars. Whenever you take damage, you can take a Reaction to divide half of that damage, rounded down, among any creatures currently bound to the armour; you take the remaining damage. A creature that is not Incapacitated can attempt a DC 16 Constitution saving throw when you invoke the effect; on a success, it takes no transferred damage.
Dragging resisting captives reduces your Speed by 10 feet unless another effect keeps them under control.
5e / 2014
Very Rare, cursed; requires attunement. Up to four creatures can be bound to the armour’s chain collars. When you take damage, use your reaction to divide half the damage among the bound creatures, taking the other half yourself. A conscious resisting captive can make a DC 16 Constitution saving throw to avoid its share. Dragging resisting captives reduces your speed by 10 feet.
Pathfinder 1E
Conversion; Price: 14,650 gp · CL: 8th.
This +1 full plate has four 5-foot chains ending in collar-like manacles. Whenever the wearer takes damage, bound captives take half that damage, divided among them, while the wearer takes the other half. If captives actively resist movement, the wearer takes an additional –5 armour check penalty unless they are magically subdued or controlled.
Construction: Craft Magic Arms and Armor, shield other.
D&D 3.5e
Price: 14,650 gp · CL: 8th.
This +1 full plate carries four 5-foot chains ending in manacle collars. Whenever the wearer takes damage, bound captives take half that damage, divided among them, and the wearer takes the rest. Moving with resisting captives imposes an additional –5 armour check penalty unless they are subdued or controlled.
Legacy source: Book of Vile Darkness.
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