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.
Second Skin. The armor is able to fuse itself with the cloth's you wear. If your AC is lower then 18. your AC becomes 18. If it's not the armor enhances the armor that your already wearing with magic giving you a +2 to AC.
Life Support. On a hit, You can chose to transfer the damage to the armor. the armors hit points work as TH. When depleted to 0 the armor can regain HP with the mending spell. The spell heals for 1d8+1. ;
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
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