Allistor's Living Armor is not your normal suit of Animated Armor, it actually is alive and sentient. The armor consumes the wearers lifeforce to empower it's wielder. By consuming one of the three charges from the armor and 1d12 HP from the wearer the armor projects a stasis field negating all damage from one attack.
While wearing the armor a creatures HP is constantly drained by 10(current HP maxes out 10 away from full while wearing this armor).
The armor is also highly resistant to different damage types and immune to various status affects(RES-Fire,Ice,Lightning,Poison,Necrotic,Radiant,[Bludgeoning,Slashing,&Piercing from non-adamantine sources]/IMMUNE-Fear,Poisoned,Exhausted,Charmed,Diseased,Stunned,Criticals)
You have a +3 bonus to AC while wearing this armor.
Attuning to this armor will set your Attunement Slots to 6.
The armor is Indestructible unless submerged in the crystallized tears of Angels for 1 year after which it turns into normal Adamantine Plate +3.
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.
Notes: Bonus: Armor Class, Set: Attunement Slots, Resistance: Cold, Resistance: Fire, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Radiant, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Immunity: Charmed, Immunity: Critical Hits, Immunity: Exhaustion, Immunity: Frightened, Immunity: Poisoned, Immunity: Stunned, Immunity: Disease, creature for tendrils of blood seep out from within the armor piercing the skin and merging with the flesh......painfully., Combat, Warding, Str. 15 Required, Stealth Disadvantage
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