Armor Class
18
(natural armor)
Hit Points
33
(6d8 + 6)
Speed
25 ft.
STR
14
(+2)
DEX
11
(+0)
CON
13
(+1)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
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.
Actions
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.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
their is a higher version in curse of strad.
I'd just upscale it on my own, then come up with some relevant story for the campaign as to why the armor is better. Maybe it's the armor of a legendary Knight and the reason it would be stronger is because it somehow retains some of the skills of its original owner. This could be especially fun if the owner was say an Eldritch Knight or something and the armor starts breaking out fireballs on the party. OOH, or maybe it's owner was a Paladin whose Oath to protect the temple was so strong it bound his armor after death, and you're now fighting armor that has been possessed by a ghost.
Good Ideas! Thanks!
plate armor = Natural Armor?
In my campaign I let the play's team with the armor and then they can put it on, then it listens to them and they basically have a mech suit
This is actually one of my favorite encounters. At first it is just the armor fighting with the extra attack of the sword, but when the armor goes down and the heros think they've won, the swords start to fly and force them into a round 2. With 3 or 4 pairs and a caster that is providing cover, it's a fun fight!
I also tend to run it as if they take down the caster anything animated collapses, but make the caster hard to get to, and if needed give them magic armor.
*** I wanted to quote the person i responded to but forgot. It's there now, so is there a way to delete this comment?
This is actually one of my favorite encounters. At first it is just the armor fighting with the extra attack of the sword, but when the armor goes down and the heros think they've won, the swords start to fly and force them into a round 2. With 3 or 4 pairs and a caster that is providing cover, it's a fun fight!
I also tend to run it as if they take down the caster anything animated collapses, but make the caster hard to get to, and if needed give them magic armor.
this only makes sense and is now going to be homebrewed onto any animated armors i use going forward thx for the idea
I disagree. I think it should be resistant to fire, cold, and maybe lightning too. It conducts electricity, but I don't see why it would be HARMED by it, unless it was arc welder levels.
On a similar point certain metal armors like good chainmail would provide amazing protection from electricity, channeling it around you instead of through you.
i'm currently making a homebrew race for animated armour, i'm switching some things up for balance.
See Helmed Horror as high level animated armor
For a special one-shot, I swapped out "Slam" for Shield Bash (gladiator) and Longsword (veteran). Having a shield also increased its AC to 20, but LOL, what canya do?
Not being resistant to fire, cold or necrotic is odd for something made of metal. Maybe the leather bits getting damaged is enough to hurt the enchantment, the necrotic bugs me though, not only is it metal but it has nothing resembling life, it's just a magic puppet.
You could try to give it a weapon, like a handaxe or a rapier
Hm. Animated armour does not make any sense. An armour type that you can wear (from the PHB) that has an AC of 18 is plate armour. So the animated armour should have disadvantage on stealth. Also, a spirit should not be able to possess the armour, because if you want to wear the plate, you would have to have a strength score of 15 or higher, while the animated armour has a strength of 14...
I love this
The warm and soothing rain
The droplets falling
Gently down on the terrain
Wash away the sorrow
All the stains of time
But there's no memory
It's only dry inside
Into a peaceful life
Like a flood of pain
Pouring down on me
And it will not let up
Until the end is here
And it will come
Through the darkest day
In my final hour
And it will never rest
Until the clouds are clear
Until it finds my dreams have disappeared
I personally think that it would make minor sense my good sir or ma'am, but I believe it has these stats to remain a rather useful small encounter perhaps as a ground troop of a great wizard or artificer at a decent level.
- The Dapper Goblin
I have a whole character based around that. It's up to you to decide, but I think you can't put it on unless it was animated while on you and you can't take it off or else it dies.
Fortunately, your DM is incorrect. Much like undead, Constructs are non-living, yet still animate creatures. Besides, even if they were technically objects and not creatures, most offensive tangible spells should damage them. If a high-ordinance magical explosive can go through the hobgoblin's AC, even though it is armored, it can go through an AC's AC, so to speak.