Force Absorption. Whenever the armor is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt.
Magic Weapons. The armor's melee attacks are considered magical.
Spellcasting. The armor is a 5th-level spellcaster. Intelligence is its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The armor has following wizard spells prepared:
Cantrips (at will): fire bolt, ray of frost, message
1st level (3 slots): magic missile, shield, thunderwave, catapult
2nd level (2 slots): invisibility, darkness, enlarge/reduce, heat metal
3rd level (1 slot): counterspell, fly, haste
Multiattack. The armor makes two slam attacks, one blast attack and one slam attack or one halberd attack.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be thrown to the ground prone 10 ft. away.
Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 6) piercing damage. On a hit, the target of large size or smaller, is stuck on the halberd, having to succeed on a DC 15 Strength check and using an action to get off it. If a creature starts its turn on the halberd, it takes 9 (2d6 + 2) force damage.
Blast (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 60/120 ft., any amount of targets in a 5 ft. wide line. Hit: 27 (6d8 + 2) force damage. All targets hit must succeed on a DC 15 Constitution saving throw or suffer half the damage at the begginning of their next turn.
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