Medium Construct, Chaotic Neutral
Armor Class 31 (natural armor)
Hit Points 49 (6d8 + 15)
Speed 35 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
1 (-5)
WIS
4 (-3)
CHA
1 (-5)
Damage Vulnerabilities Fire, Force, Lightning
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Cold, Necrotic, Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Greatsword of Sharpness. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d6+4) slashing damage. When this attack hits an object or creature, maximize the damage dice against the target. When the armor attacks a creature with this weapon and rolls a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, lop off a portion of its body instead.

Legendary Actions

The armor can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The armor regains spent legendary actions at the start of its turn.

Detect. The armor makes a Wisdom (Perception) check.

Sword Attack. The armor makes a melee attack.

Description

This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.

Ryter18

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