While wearing this armor, you gain a +3 bonus to AC, and you can understand and speak Sylvan. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +3 bonus to attack rolls and damage rolls and a damage die of 1d8.
The Green Knight. Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature. Additionally, the armor attempts to assume the identity of the Green Knight, boasting of it's strength and attempting to fight their allies. Freeing the user first requires defeating the armor, or healing the user.
Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against fey and on saving throws against their spells and special abilities.
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, Language: Sylvan, Damage, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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