Maddening Melody. While the knight is conscious, it plays music audible out to 90 feet. All hostile creatures that can hear this music and start their turn within 30 feet of the knight must succeed on a DC11 Wisdom saving throw or take 4 (2d4) psychic damage
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.
Kickdown. The knight deals double damage to constructs. it can also cast thaumaturgy and knock at will, using charisma as its spellcasting ability.
Multiattack. The armor makes two melee attacks.
Bash. Melee Weapon Attack: +5 "to hit", reach 5 ft., one target. Hit: 5 (1d8 + 3); bludgeoning damage.
Armor Cage. The knight targets one medium or smaller humanoid. The target must succeed on a DC13 Strength saving throw or be grappled by the knight. the target is also restrained and has disadvantage on its saving throw against the knights maddening melody.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. The accordion in its hand is played loud enough to wake the dead. MAKE IT STOP!
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