This armor, forged by the Shadar-kai, has it's interior filled with long spikes designed to penetrate the body nonlethally. A Shadar-Kai priest, or any creature trained by one to do so, may attune another creature to this armor provided the creature fulfils the attunement criteria and is willing or paralysed. This armor cannot be attuned to by any other means. If a creature dons this armor while not attuned to it or in the process of attuning to it, the creature takes 12d12 piercing damage and is restrained until another creature doffs the armor for them.
You have a +2 bonus to AC while wearing this armor. Additionally, you become immune to psychic and necrotic damage, and you no longer need to sleep, eat, or breathe (though you still may), and can benefit from the effects of a long rest while wearing this armor. If a creature within 30 feet of you takes damage, as a reaction you may choose to take the damage instead, dealt to you as magical piercing damage.
Also, while you are attuned to this armor, your alignment changes one step towards lawful.
Cursed. While attuned to this armor, if you attempt to doff the armour you take 6d12 piercing damage and must make a DC25 constitution saving throw or fail to doff the armor. You also suffer from one level of exhaustion for every hour you spend while not wearing this armor, as you slowly bleed out from the wounds inflicted by the armor. If the Remove Curse spell is cast on the armor while you are wearing it, you take 12d12 piercing damage and are restrained until another creature doffs the armor for you. If the remove curse spell is cast on the armor while you are not wearing it, you gain a level of exhaustion every turn instead of every hour, as you bleed out at a normal rate. A Greater Restoration spell, or any healing spell cast at 6th level or higher, heals the wounds and prevents any further levels of exhaustion from being gained in this manner.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Notes: Bonus: Armor Class, Immunity: Necrotic, Immunity: Psychic, creature of any non-lawful alignment, Combat, Warding, Cursed
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