Aggressive. As a bonus action, the armor can move up to its speed toward a hostile creature it can see.
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.
Berserk. The armor attacks the nearest creature it can see. If no creature is within blindsight range for 1 hour, then the armor turns off and becomes unconscious until a creature touches it.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Immutable Form. The armor is immune to any spell or effect that would alter its form.
Reckless. At the start of its turn, the armor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The armor makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. The armor is unable to use the longsword with two hands if it has grappled a creature.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage. If the target is a medium or smaller creature, it must succeed on a Strength contest against the armor or become grappled. If the armor is grappling a creature, the armor is unable to use this attack.
Body Block. If the armor is hit by and attack and is grappling a creature, the armor forces the grappled creature to become the target of the attack and take the damage instead of the armor.
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