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.
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)
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.
Comments