Medium Construct, Unaligned
Armor Class 24 (29 with shield)(natural armor)
Hit Points 258 (25d8 + 150)
Speed 30 ft., Fly 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
22 (+6)
INT
27 (+8)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws STR +10, CON +14, INT +16
Skills Athletics +16, Perception +8
Damage Resistances Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Unknown Detect thoughts always active, Passive Perception 28
Languages Telepathy Understands any language its creator speaks. --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
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. However at the end of each of its turns it can repeat the save to reboot and regain consciousness.

Magic Resistance. The armor has advantage on saving throws against spells and other magical effects.

Spell Absorption. The armor is immune to the spells fireball, lightning bolt, and disintegrate. If struck by any of these spells, the armor recovers Hit points in a number of d6s equal to the level of the spell slot spent to cast the spell.

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

Defensive Field. As a bonus action, the armor can gain 20 temporary hit points, replacing any temporary hit points it already has. It can be used 6 times per long rest.

Dampening Field. The armor has advantage on Dexterity (Stealth) checks.

Armorer's Bond. If the mending spell is cast on it, it regains 4d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The armor returns to life after 1 minute with all its hit points restored.

Sentinel. The armor has the Sentinel feat.

Damage Reduction. All bludgeoning, piercing, and slashing damage that the armor takes is reduced by 3.

Armored Cage. If the armor lands a slam or Thunder gauntlet attack, the armor will attempt to capture and incapacitate its target within. (Escape DC 26) On the end of the captured target's turn they can attempt to escape again. While the target is captured, it takes half of any damage that the armor receives. On each of the armor's turns, it can release its captive as a free action, or as a bonus action it can sap the energy from the captive to restore its own. The target can make a CON save(DC 23) to resist the effect. On a failed save, the target takes 14 (4d6) psychic damage and the armor restores HP equal to then amount of damage dealt.

Taking Prisoners (Recharge 3-6). Even while the Armor's Armored Cage is occupied, it is capable of capturing multiple targets at once as it releases up to four extending mechanical tendrils from its body. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage, an adamantine in build). Destroying a tendril deals no damage to the armor. A tendril can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it. If a tendril is broken, the metal broken seems to liquefy. Over time, the tendrils will self-repair, but each tendril recharges on its own time.

Innate Spellcasting. The Armor can cast spells using its Intelligence as it's Spellcasting modifier. (12th level spellcaster DC 23)

3/day - Disintegrate, Counterspell(up to 6th level), Hold Monster(at 6th level)

At will - Shield, Hold Person

 

 

Actions

Multiattack. The armor makes four attacks with any of its available attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Shattering Gauntlet. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) thunder damage plus 15 (4d6) force damage. A creature hit by the gauntlet makes an Athletics(Strength) check (DC 26) or be knocked prone.

Lightning Launcher. Ranged Weapon Attack: +16 to hit, range 90/300 ft., one target. Hit: 17 (3d6 + 7) lightning damage. Once on each turn when it hits a creature with it, it can deal an extra 10 (3d6) lightning damage to that target.

Lightning Cannon.(Recharge 3-6). If a creature is hit with the armor's Lightning Launcher, the creature takes an extra 28 (8d6) lightning damage. In addition any creature in a 5 foot wide line between the armor and the target must make a DEX save(DC 23), taking the same amount of lightning damage on a failure or half on a success.

Tendril. Melee Weapon Attack: +10 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 26). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the armor can't use the same tendril on another target.

Reel. The armor pulls each creature grappled by it up to 25 feet straight toward it.

Reactions

Armor of Magical Strength. An Armorer's Animated Armor can resist being knocked prone by any effect, 7 times per long rest.

Distortion Rune. When the armor or its is hit by an attack roll, it can invoke the rune and use it's reaction to warp space to direct the attack at any target within 30 feet, using the original attack roll.

Tactical Cage. If the armor is grappled, the armor can attempt to capture and incapacitate its target within. (Escape DC 26) On the end of the captured target's turn they can attempt to escape again. While the target is captured, it takes half of any damage that the armor receives. On each of the armor's turns, it can release its captive as a free action, or as a bonus action it can sap the energy from the captive to restore its own. The target can make a CON save(DC 23) to resist the effect. On a failed save, the target takes 14 (4d6) psychic damage and the armor restores HP equal to then amount of damage dealt.

Last Resort(1/day). If the armor is incapacitated but not destroyed and a spell 6th level or lower is cast within 30', it can capture that spell's energy to revive itself. If it does so, the armor recovers Hit points in a number of d6s equal to the level of the spell slot spent to cast the spell.

Legendary Actions

The armor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The armor regains spent legendary actions at the start of its turn.

Tendril(1 Action). The armor deploys a new tendril and immediately attacks with it.

Tendril and Reel(2 Actions). The armor uses its Tendril attack and if it successfully grapples the target, it pulls each creature grappled by it up to 25 feet straight toward it.

Thundercrack(3 Actions). The armor slams its fists into the ground, unleashing a wave of thunderous energy in a 5' radius. Creatures caught in the wave must make a Constitution saving throw(DC 23). On a failed save, a creature takes 31(7d8) thunder damage and is pushed 10 feet away from the armor. On a successful save, the creature takes half as much damage and isn't pushed.

Tactical Cage(3 Actions). The armor uses its Tactical Cage reaction.

Description

This suit of magically animated plate armor was designed by an Armorer Artificer who learned there were advantages to combat outside of their armor but decided they also didn't have to fight alone. Through fine tuning and bonding, an Artificer can animate their Arcane Armor to be worn or to fight alongside them.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2021 9:05:48 PM
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1/29/2021 9:16:33 PM
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2/1/2021 6:37:36 PM
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Revise
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2/1/2021 7:14:41 PM
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2/3/2021 12:58:45 AM
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Revised
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4/22/2021 1:30:11 PM
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REVISION 2.1
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4/22/2021 1:30:30 PM
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4/22/2021 1:30:34 PM
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4/22/2021 3:12:21 PM
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2.2.21
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KayinCloud