False Appearance: While the helm is motionless, it is indistinguishable from a normal iron helm.
Antimagic susceptibility: The helm is incapacitated while in the area of a antimagic field. If targeted by dispel magic, the armor must succeed on a CON saving throw against the caster's save DC or fall unconscious for 1 minute.
Forced Don: Melee weapon attack: +5 to hit, reach 0 ft., one target Hit: On a hit, the animated iron helm attaches to a creature's head. At the of each of the helmet's turns, spikes begin to protrude from within the helm. A creature takes (1d6+3) piercing damage. For each round that passes without the helmets being removed, A creature takes an additional (1d6) piercing damage at the end of the helm's turn. A creature can make a DC 12 STR check (using their action) to force the helm off, taking 1d6 piercing damage in the process. For every round that the helm stays on, the DC to pull it off increases by 2. While a target is wearing the helm, they gain a +1 to AC. A creature can attack the helm while it is on another creature's head, but the damage dealt to the helm is also done to the creature.
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