Animate Weapons. Any melee weapon with in 30 ft become animated and will start to float around the original wielder. The wielder can make a DC 15 strength saving throw to hold on to the weapon. On a failure the weapon flies out of their hand and starts to float.
Animate Ammunition. Any ammunition (bolts, arrows, ect.) become animated and shoot back the original shooter. The ammunition has +7 to hit and deals damage equal to 1d8+4. If the ammunition has any magical properties the magic is sent back to the shooter as well.
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 one melee attack and attack with all animated weapons.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) bludgeoning damage.
Animated Weapons. The animated weapons floating around attack the nearest creature with in 30 ft of the armor of the leader. +7 to hit, reach 5 ft, one target. Hit the weapons damage die +4)
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. Amor of the leader is commonly surrounded by discarded weapons of previous victims.
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