Rare Cursed Armor (requires Attunement)
Description: The Armor of Tor Navall is a +1 half plate armor that is prized by collectors but dangerous to use. It has the ancient crest of the Tor Navall kingdom, that of a swan in flight, painted on its chest. While there are many forgeries in existence, a true Armor of Tor Navall has an attached blue cape that always flutters as if being blown by a light breeze even when there is no wind.
The armor is surprisingly light and upon attunement possesses the following qualities:
Silent: The Armor of Tor Navall does not have the stealth disadvantage property normally attached to half plate armor. Stealth is rolled normally.
Suspicious: The Armor of Tor Navall makes the wearer more aware of possible danger. It grants advantage on Dexterity saves against traps and spells. The wearer gains this bonus even if they don’t see the trap or the spell.
Steadfast: The Armor of Tor Navall grants the wearer unusual resilience. The wearer is immune to the prone condition.
Spirit Curse: Armosr of Tor Navall were all buried with the soldiers that fell with their kingdom. Their souls are bound to their armor and they cannot rest if one has been taken from its burial crypt. Each suit of armor belongs to a Spirit Soldier who will seek out the armor and kill the wearer so that it can take the armor back to its burial mound. Once attuned, the curse activates and the Spirit Soldier begins to hunt the victim. Whenever the wearer takes a long rest, they must roll a d6. On a roll of 1, a Spirit Soldier appears, attacks, and interrupts the long rest. Even if it is defeated, the Spirit Soldier may return again on the next long rest. Even if it is offered the armor, the Spirit Soldier must kill the victim of the Spirit Curse before it can find rest. If the victim is killed, the Spirit Soldier will remove their armor and vanish with it. The armor will return to the burial crypt of its origin.
Removing the Curse: Once attuned to the armor, a victim cannot end the attunement without breaking the curse first. Destroying the armor is perhaps the easiest thing to do. A Greater Restoration or Wish spell will also end the curse and end the victim’s attunement to it. Another way to end the curse is to embark on a restoration ritual in which the victim seeks out the Tor Navall burial crypt from which the armor was taken and formally returns the armor to its resting place.
Destroying the Armor: The Armor of Tor Navall can be destroyed if it is completely submerged in salt water and dealt 50 hit points worth of damage.
Spirit Soldier
Medium Undead, True Neutral
Armor Class 15: Half Plate
Hit Points: 63 (9d8+27)
Speed: 20 ft.
STR DEX CON WIS INT CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Saving Throws: Wisdom +2, Constitution +4
Damage Resistant: Fire
Damage Vulnerability: Radiant
Damage Immunity: Necrotic, Psychic, Poison
Proficiency: +3
Senses: Truesight 30 ft., Passive Perception 10
Languages: Understands common but cannot speak
Challenge: 6 (2,300 XP)
Soggy: The Spirit Soldier drips with water. It cannot catch fire and is resistant to fire damage. It leaves wet footprints wherever it walks.
Single-Minded: The Spirit Soldier will focus its attacks on a victim of the Spirit Curse and will ignore others unless they stand in its way or prevent it from reaching the victim. The spirit soldier gains advantage on attacks against the victim.
Sentinel: The Spirit Soldier has the sentinel feat. When it hits an enemy with an opportunity attack, that enemy’s speed becomes 0. Enemies provoke opportunity attacks even if they disengage when moving out of the Spirit Soldier’s threat range.
Strong: The Spirit Soldier deals two additional dice of damage on melee attacks.
Actions:
Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d6+6) slashing damage.