Antimagic Susceptibility. The armour 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 armour remains motionless, it is indistinguishable from a normal suit of armour.
Flaming Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d4) fire damage.
Ignite Weapon. The weapon being held by the armour erupts in flame, adding d4 fire damage to its attacks. This will always be the armour's first bonus action, and has been included in its base damage.
Description
This suit of magically animated half plate armour clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
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