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.
Regeneration. If the Helmed Horror has less than all of its hit points, it gains 15.
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.
Elemental Greatsword. MeleeWeapon Attack: +19 to hit, 1 target. Hit: 42 (5d12 + 10) slashing damage plus 7 (2d6) acid, fire, lightning, poison, or cold damage.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. This is a helmed horror designed to be stronger than average.
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