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 five attacks. One with each of its arms, and one bite.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 13 (2d8+5) piercing damage. If the target is a medium or smaller creature, it is grappled (escape
DC 17). Until this grapple ends, the girallon animated armor can bite only the
grappled creature and has advantage on attack rolls to do so.
Fire Breath (Recharge 5-6). Fire Breath (Recharge 5-6). The girallon animated armor head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Fire Aura. At the start of each of the girallon animated armor turns , each creature within 5 feet of it takes 3 (1d6) fire damage.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen girallon knight.
It has fire inside of it that fuels its breath weapon and make it so hot that burns anyone around him.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/24/2018 11:30:18 PM
|
62
|
1
|
--
|
Coming Soon
|
Comments