Robe of Fiends (3.5e Equipment)
From D&D Wiki
Robe of Fiends: This vastly powerful outfit was created when a group of demon lords accidentally sealed themselves into it when trying to create a mock-divine artifact. It is composed of three elements: a pair of black gloves, a pair of black boots, and a black set of robes with a hood. Upon inspection these articles of clothing all appear to be perfectly normal, but they are each Intelligent, (Int 19, Wis 10, Cha 17, Ego 19) can communicate telepathically with the wielder, (knowing Common and Abyssal) and are Chaotic Evil. These items will always try to dominate a wielder who is not Chaotic Evil, and will do their best to reunite themselves with the other two pieces.
When the gloves or boots are donned and activated, they take the form of +3 Keen Mundane Crystal Claws, which are treated as light weapons that the wielder is automatically proficient with. These weapons are treated as Evil for overcoming Damage reduction. (When wearing the boots, the wielder may take penalties for multiweapon fighting.) These weapons deal damage by size according to the table below. If both the boots and the gloves are worn and activated, the wielder may run on all fours and gain a bonus of 30 feet (6 squares) to his land speed, to a maximum of double his normal speed.
The Robes, when activated, take on the characteristics of either a +3 Mithral Breastplate or +3 Mithral Leather Armor, depending on the user’s preference. The Robes are still not considered to be made of metal, however, and do not change their form or appearance. The hood must be worn during activation, taking up the space where a helm or hat would be.
The true power of the outfit is unlocked when all three parts are both worn and activated. The three items’ intelligences form one great mind (Int 34, Wis 18, Cha 32, Ego 84) that can both speak and use telepathy, (knowing Common, Abyssal, and having the Tongues spell always active) and is Chaotic Evil. The outfit will always try to dominate any user who is not bent upon the destruction of everything around it, and will launch a existence-wide campaign to destroy as much of the world as possible. It will seek as powerful a host as it can safely control.
When the whole outfit is activated the claws function the same, except they are now +10 Keen and Vorpal Mundane Crystal Claws of Unholy Power, and they are treated as being one size category larger in terms of damage, (to a maximum of Colossal+) though the size of the claws does not actually change. These weapons are treated as Evil and Epic for overcoming Damage reduction. Any Good creature that is slain by the negative level effect of the claws has her soul sacrificed to a random, powerful demon lord. In return for this soul one Dretch is sent to the wielder as a servant for each negative level bestowed. If the wielder removes the Robe of Fiends these servants are returned to their original masters. The user’s speed is now increased by 60 feet, or is doubled, whichever results in a higher land speed. He also gains a burrow speed equal to his (newly improved) land speed.
The wearer also gains an additional weapon: a tail Scythe. This tail functions like a +5 Mundane Crystal Scythe of the wearer's size. It is treated as a secondary natural weapon similar to a sting unless the host normally has a tail-based attack that is his primary weapon. This weapon can deal slashing or piercing damage, as the weapon.
When the whole outfit is activated the Robe functions the same, except the enhancement bonus is now +10 and they now grant a Deflection Bonus equal to one quarter of the host's HD rounded down; Immunity to Poison; Spell resistance equal to 15 + the host’s HD; Resistance 10 + 1 for every 4 HD to acid, cold, fire, and electricity; and damage reduction equal to half his HD (rounded down)/Good and Epic. (In order to bypass this damage reduction the damage delt must be both Good and Epic.) The robes also sprout leathery, bat-like wings that give the host a fly (good maneuverability) speed equal to twice his (newly improved) land speed.
When the entire outfit is activated, it takes shape around the Host’s body to make the host appear as a demon, giving the host a +10 on disguise checks and a +4 on bluff checks to act in character. If the host allows the robes to speak for him, bluff checks are not necessary.
The user also gains the use of the following spell-like abilities wile using this outfit:
- If HD is at least 15: 3/day- Blasphemy, Unhallow, Horrid Wilting, Plane Shift (Non-Good and non-Lawfully aligned planes only)
The Host also gains the following special abilities:
- Telepathy (Su): Host and outfit can communicate with a creature within 100 ft that shares a language with him.
- Summon Demon (Sp): Once per day the host can mimic the Summon Demon ability of any demon with a CR equal to or less than his HD.
- Trip (Ex): A host that hits with his tail can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the host.
It should be noted that all of the energy for the powers of this outfit come from the host, so if the outfit is transferred to a new host, the uses per day are reset. This also means that the items are powerless without a host, which is its motivation for protecting that host.