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.
Cunning Action. The armor can Dash or Disengage as a bonus action.
Weapon Bond. The armor cannot be disarmed of its battleaxe unless it is incapacitated. If its battleaxe is on the same plane of existence, the armor can use a bonus action to summon its weapon on its turn, causing the battleaxe to instantly teleport to its hand.
Marauder Strike. At the start of its turn, the armor can forgo its multiattack and make a single battleaxe attack with advantage, and deal an additional 2d6 lightning damage if it hits, but attack rolls against the armor have advantage until the start of its next turn, even with its energy shield deployed. As the armor throws aside all concern for defense, its eye sockets glow a bright green, and the blade of its weapon arcs with lightning.
Energy Shield Master. The armor is highly trained in the use of its large energy shield, which is built into its gauntlets. It can use the following abilities provided at least one of its hands is free and not wielding a weapon:
- If the armor takes the Attack action on its turn, it can use a bonus action to briefly deploy its shield and try to shove a creature within 5 feet with its shield. On a successful shove, the creature takes an additional 1d6 lightning damage.
- If the armor is not incapacitated, it can add +5 to any Dexterity saving throw it makes against a spell or other harmful effect that targets only the armor.
- If the armor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the armor can use its reaction to take no damage if its succeeds on the saving throw, interposing its shield between itself and the source of the effect.
Multiattack. The armor makes two melee attacks, or one Energy Blade attack, or one Marauder Strike attack.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
slashing damage.
Energy Blade. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft, one target. Hit: 7 (1d8 + 3) lightning damage.
Marauder Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
slashing damage + 2d6 lightning damage.
Deploy Energy Shield. If the armor is hit by an attack, it can use its reaction to summon an energy shield from its gauntlets, provided at least one of its hands are free and not wielding a weapon. Until the start of its next turn, the armor has +5 bonus AC, including against the triggering attack, and it takes no damage from Magic Missile. In addition, grapple attempts against the armor will automatically fail and cause the attempted grappler to take 1d4 lightning damage.
Energy Shield Master Evasion. If an effect allows half damage on success, the armor can use its reaction to take no damage on success.
Description
This suit of magically animated half-plate armor clangs about as it moves, carrying the spirit of a fallen Marauder of Aeor. The Marauders were noted as particularly quick and vicious warriors in their time, and these qualities have carried over into the armor.
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