Item: Slithermaw's Bane (Heroic)
Perception +34; precise low-light vision and hearing within 30 feet
Communication telepathy (partner only)
Skills Intimidation +35, Society +33, Warfare +33
Int +5, Wis +6, Cha +7
Will +34
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 this resilient rune grants to saving throws versus poison increases by 1 to +4.
Activate—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.
Activate—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).
Activate—Terrain 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.
Trait Effects
Apex: When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute’s modifier by 1 or to a total of +4, whichever would give you a higher score. This gives you all the benefits of the new attribute modifier until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on. An apex item grants this benefit only the first time it’s invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don’t gain the attribute modifier increase, though you do gain any other effects of Investing the Item.
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Flexible: The armor is pliable and doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.
Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity | Price | AC Bonus |
|---|---|---|---|---|
| Slithermaw's Bane | 15 | Unique | 6500 gp | 2 |
| Chained Mist | 13 | Uncommon | 3000 gp | 2 |
| Moonlit Chain | 7 | Common | 360 gp | 2 |
| Wisp Chain (True) | 19 | Common | 35000 gp | 2 |
| Wisp Chain (Major) | 15 | Common | 6000 gp | 2 |
| Harmonic Hauberk | 13 | Uncommon | 2500 gp | 2 |
| Invisible Chain Shirt | 13 | Common | 2750 gp | 2 |
| Wisp Chain (Greater) | 12 | Common | 1900 gp | 2 |
| Wisp Chain | 9 | Common | 685 gp | 2 |
| Elven Chain (High-Grade) | 20 | Uncommon | 16800 gp | 2 |
| Blade Byrnie (Major) | 19 | Common | 35000 gp | 2 |
| Blade Byrnie (Greater) | 13 | Common | 3000 gp | 2 |
| Elven Chain (Standard-Grade) | 13 | Uncommon | 740 gp | 2 |
| Blade Byrnie | 7 | Common | 360 gp | 2 |
| Lion's Pelt (Chain) | 6 | Uncommon | 250 gp | 2 |
| Chain Shirt | - | Common | 5 gp | 2 |
| Jerkin of Liberation | 17 | Uncommon | 14000 gp | 2 |
| Mitigation Mail (Major) | 17 | Uncommon | 14000 gp | 4 |
| Reactive Mail (Major) | 17 | Common | 14000 gp | 4 |
| Vernai Shell | 16 | Uncommon | 8000 gp | 2 |