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|This material is published under the OGL|
Summary::This armor appears to be +2 hide armor, but carries a dangerous curse. When donned, the armor begins draining the wearer’s blood, causing 1d4 points of permanent Constitution damage every round. The only way to stop the drain is to slay the armor. Any attack on the armor causes half damage to the wearer, and half damage to the armor. The armor has a hardness of 5, 15 hit points, and is immune to cold, electricity, and sonic attacks. If the terkow skin slays its victim, it releases its grip and awaits a new owner. (Information on the terkow can be found in the Monsters section above.)