Medium Construct, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 50 (9d8 + 10)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
5 (-3)
WIS
6 (-2)
CHA
13 (+1)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages Common cannot speak --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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!

Monster Tags: construct

RavenousJack

Comments

Posts Quoted:
Reply
Clear All Quotes