This unusual plate armor was fashioned with the voice of a giant given to it to speak. The item is loyal to he who wears it and uses its power to protect its wearer, his companions, and itself. It shouts out to draw an enemy into combat with its wearer and if the danger becomes too great shouts with great power to repel the enemy.
Armor (Plate), Legendary (requires attunement)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 14 (+2)
Languages: Common, Giant
Senses: Hearing and Normal Vision to 120 ft., passive Perception 8
Alignment: Lawful Neutral
While wearing this armor, you gain a +1 bonus to AC.
The armor has 7 charges. While wearing it, it makes its own decisions to use these charges. It can cast Compelled Duel (1 charge) or Thunderwave (2 charges) with a spell save DC of 12.
When combat is initiated, there is a 50% chance that the armor casts Compelled Duel on the most powerful creature it can see within 30 feet. The target behaves as if you had cast Compelled Duel.
Any time you are the target of 5 or more melee attacks that roll 10 or higher between one of your turns and the next, the armor casts Thunderwave if it has sufficient charges.
If the armor expends its last charge, it attempts to siphon one of your hit dice, if you have one. You may make a DC 12 Wisdom saving throw to prevent the hit die being used to recover two charges. If you do, or if you have no hit die remaining, roll a d20. On a 1, the armor explodes with a deafening roar. All creatures within 30 feet that can hear it (including you) must succeed on a DC 12 Constitution saving throw or be deafened.
You can expend hit dice at any time to recharge 2 charges per hit die. It also regains one charge each day at dawn.