Armor Class 16 (natural armor)
Hit Points 33 (5d10 + 3)
Speed 25 ft., climb 16 ft., swim 16 ft., fly 16 ft.
STR
17 (+3)
DEX
19 (+4)
CON
13 (+1)
INT
20 (+5)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +6, INT +7, CHA +5
Skills Animal Handling +15, Arcana +18, Insight +17, Intimidation +18, Nature +18, Stealth +17, Survival +17
Damage Resistances Acid, Lightning, Piercing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Cold, Fire, Necrotic, Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 18 ft, Truesight 20 ft, Passive Perception 9
Languages All telepathy - 60 ft. --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

No crit(name to be updated in future).  this monster can not deal critical damage.

ghostly. there is a chance every time this monster is hit with a physical attack that it will miss no matter what (to be specific it will go through it) to determine if or if not that will happen roll 3d10 with a goal of  27+ to trigger this ability otherwise it goes as normal.

Actions

Multiattack. The armor makes three melee attacks (each if landed successfully deal 10 damage).

Stab. Melee Weapon Attack: Attack:1d20,1d10+12

  • Throw.  Ranged Weapon Attack: throws a knife (obtained via small rift in time and space (therefore giving it unlimited knives.)) that always deals 10 damage and ignores all enemy defences range is 15ft max.also please note the knives will instantly dissolve shall anyone or anything attempt to grab one and will also dissolve if they don't strike a target.also to doge you'd probably need a 16+ dex check.

Description

This is a suit of haunted/possessed armor that instead of making a **** ton of noise makes no noise as it moves annnd when moving glows very very faintly it is also generally nice and will (most likely) help you if your in trouble.it will also will follow players as companions (but will still be able to leave) and only if they can complete a cha check with 2d10 and get 17+. also they are not hostile to their own "kind" unless they have a reason to be "unkind".

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2021 9:19:24 PM
1
0
1
Coming Soon
4/2/2021 10:48:54 PM
5
0
1.1
Coming Soon
4/2/2021 10:56:53 PM
5
0
1.3 or 1.4
Coming Soon
4/2/2021 11:19:29 PM
6
0
--
Coming Soon

Habitat: CoastalForestUnderdarkUrban

meeeee321123

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