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.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Charge. Charges in a direction at a speed of 35. Everyone in its path must succeed in Dexterity saving throw (DC 13), or the armor will catch up with them, and be slammed to the side, taking 1 bludgeoning damage and becoming prone
Death Blow. Once a creature has dropped to 0 HP, the armor may attempt to kill the creature indefinitely. The armor slams its fists into the fallen creature, performing a Strength check. (DC 14) If it succeeds, it automatically adds a loss to the fallen creature's death saves.
Grab. The armor may attempt to grab a nearby targeted creature. The creature must succeed a Constitution saving throw (DC 14), or be grabbed by the armor. Once grabbed, the armor can do one of two things: it may use the creature as a weapon in its Slam attack, adding +1 to hit, and dealing 1 damage to the held creature, or it may throw the creature into a wall, dealing 1d6 bludgeoning damage. The creature may try to escape every round by succeeding a DC 12 Strength check. Both grabbing and throwing count as a melee attack.
Targets anyone who wields the sword it protects, but will attack anyone who is threatening it or is aiding the wielder. Does not awaken if the sword is not being wielded by anyone, but once the sword has been drawn, it will stay awakened.
Description
This suit of magically animated plate armor, larger than a troll, clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. It seeks to protect the All-Blade, and will fight for it mindlessly and violently. Once awakened, even if the All-Blade is protected, this construct will continue on its murderous rampage, destroying everything in its path.
Lair and Lair Actions
The armor resides motionless in the sealed-off part of a dungeon. Within the room, a sword is resting in a pedestal, while chained to the wall. There are purple torches, and a purple haze around the room. Once the sword is lifted, the chains will become embers, and the torches will turn crimson red. The haze will become a dark shadowy mist, and rush into the armor, awakening it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/15/2021 6:51:39 PM
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25
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8
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5e
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Coming Soon
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