Armor Class
14
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
10
(+0)
CHA
11
(+0)
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
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.
Actions
Fire Bolt Ranged Weapon Attack: +4 to hit, range 120 ft, one target. Hit: 6 (1d10) fire damage.
Reactions
2/day: On being targeted with an attack, increase your AC by 5 until the start of your next turn.
Description
This suit of magically animated scale armour clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
Comments