Medium Construct (Devil), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 50 (6d10 + 6)
Speed 25 ft.
STR
20 (+5)
DEX
13 (+1)
CON
15 (+2)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +8
Skills Arcana +15, Stealth +17
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Truesight can never be blinded, 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

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Fire burst. Ranged fire damage +2 to hit, range 2 spaces, hit all in the 2 spaces. Hit 8(1d8+3)

 

Legendary Actions

Magical healing - if hit with low damage magic the armor will absorb the spell's damage and will restore the armor HP, weak magic if it does less than 5 damage

Damage reflection- if hit with a melee attack roll a d6 the attack will take that damage  

Body Control- can take over a player hit-15 (player can roll to dodge 13 no mod) while taking over the play its able to using any weapon and spell they have with +2 to any damage and takes over their turn, when hit the armor take normal damage and the person under its control take half damage, to remove the armor from the controlled player, the party must deal 20 damage to the armor

 

Description

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

Habitat: Underwater

Megamankills92

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