This hideous armor is formed from black leather as strong as steel and a black cape, fur appears on the surface of the armor and in between the plates. To attune to this item, you must wear it for the entire attunement period.
While wearing this armor, you have a +2 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic, while wearing the armor you are immune to non magical weapons that aren't silver. additionally all unarmed attacks while wearing armor deal 1d8 slashing + your strength bonus (this stacks with any additional bonus's to unarmed attacks a player has). the wearer of the armor can speak with and understand beasts
Parasitic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. as the days go on the armor slowly consumes its wearer until the wearer is completely devoured and becomes one with the armor this process takes 1 week x your constitution modifier
The armor requires fresh flesh and blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion, the wearer of the armor can also feed the bodies remaining from a fight to satisfy the armor temporarily doing so slows the armors consumption of the user by 12 hours
when the wearer of the armor is fully consumed they do not die instead they become the beast with in the armor replacing all levels with barbarian path of the beast the person has full control over the armor until someone else defeats the armor and atunes to it
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, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Immunity: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons, Damage: Slashing, able to be attuned by all classes wearer cannot use shields or non touch/self spells, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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