Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The Armor of Kahlab is only ever found on Deathknights of the Order of the Undying Dragon, due to their relations with Eltab and their devoted service to Myrkul.


(State: Slumbering) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • You gain a +1 bonus to AC.
  • You can understand and speak Abyssal.
  • The armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons, (that you are proficient with) that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
  • This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

(State: Stirring)(Level 16) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • AC Bonus changes to +2.
  • Attack and Damage roll bonus changes to +2.
  • On a hit, the weapon deals an extra 1d6 fire damage. 
  • You gain Resistance to Fire
  • Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 fire damage.

(State: Waking)(Level 20) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • AC Bonus changes to +3.
  • Attack and Damage roll bonus changes to +3.
  • Echoes of souls might linger around you, and you can call on them to inspire fear in those who stand against you. As a bonus action, you can manifest your frightful presence.

Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

(State: Ascendant)(Unknown)


Bonus: Armor Class, Language: Abyssal, Damage, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage

Curse

This is the armor of what was once a Deathknight, but it still contains the whisperings of sentience. Once a creature dons this cursed armor, they can't doff it unless they are targeted by the remove curse spell or similar magic. While wearing the armor, they have disadvantage on attack rolls against Demon Lords and on saving throws against their spells and special abilities. (1/Day) The armor issues a command and demands the creature to fulfill the Oaths of the Faithful of the Kahlab, they must contest the armor's Charisma (Intimidation) check against their Wisdom (Insight) check or follow the command, ignoring any moral compunctions they would normally have. If the armor loses the contest, it will attempt to slowly crush the creature into submission, dealing 1d4 bludgeoning damage each round until the creature dies or acknowledges the armor was right.


Note on Cursed Items: (DMG 138)

Cursed Items: Most methods of identifying items, including the Identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the items user when the curse's effects are revealed. 

If it requires attunement, you are not only cursed as long as that attunement exists, but you are prevented from ending the attunement on your own voluntarily. 

Remove Curse, or Greater Restoration will end attunement to a cursed item long enough for it to be removed, and the character freed from that curse, but will NOT end the curse on the item.

The only methods to remove a curse on an item typically is the use of a Wish, destroying the item entirely, or in the case of a deliberate curse being cast during creation, the caster must release it.