Armory Exploit. The objects that make up the Armory's body can be removed or destroyed. If an attacker scores a critical hit against the Armory, they can choose to disable one of the Armory's actions (with the exception of the Slam attack). Alternatively, the attacker can destroy the Helm of Canny instead of disabling one of its attacks (see below).
Helm of Canny. A creature grappling the Armory can take its action to remove the Helm of Canny by succeeding on a DC 20 Athletics check. If the Helm of Canny is removed or destroyed, the Armory must make a DC 10 Constitution saving throw at the start of each of its turns. On a success, the Armory continues working properly, but it repeats the saving throw the next round at 5 higher DC. On a failure, the Armory dies, falling into a heap of ruined nonmagical armaments.
Antimagic Susceptibility. The Armory is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Armory must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Elemental Absorption. When the Armory takes fire, cold or lightning damage, it absorbs some of the element and retains it in its weapons. The next time the Armory hits with a weapon attack or its Shatter action before the end of its next turn, the targets take damage of the same amount and type dealt to the Armory.
Tactical Master. The Canny Armory and any allies it has within 30 feet of it rolls with advantage on initiative.
False Appearance. While the Armory remains motionless, it is indistinguishable from a pile of discarded weapons and armour.
Immutable Form. The Armory is immune to any spell or effect that would alter its form.
Magic Resistance. The Armory has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Armory's weapon attacks are magical.
Construct Nature. The Armory doesn’t require air, food, drink, or sleep.
Multiattack. The Armory makes three weapon attacks. If it has its Shatter, Coalesce or Shield Wall available, it may do any one of these in place of an attack.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Add any additional damage from Elemental Absorption.
Polearm Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) piercing damage. Add any additional damage from Elemental Absorption.
Crossbow Barrage. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 24 (4d10 + 2) piercing damage. Add any additional damage from Elemental Absorption.
Shield Wall (Recharge 5-6). The Armory reconfigures its construction, moving shields and armour to protect itself. It gains the benefits of a Pavice Shield, in addition to its usual AC until it moves, or Shatters. It may change the direction of the shield on its turn as normal.
Shatter (Recharge 5-6). The Armory loses 20 hit points and fires off nonmagical weapons in all directions. Each creature within 20 feet of the Armory must make a DC 18 Dexterity saving throw or take 22 (4d10) slashing damage. Add any additional damage from Elemental Absorption.
Coalesce (Recharge 5-6). The Armory chooses one pile of equipment, weapons or armour that it can reach. This must be enough to equip a single knight, and the equipment may still be on a body. Leather harness straps and belts extend from the Armory and collect the items, adding it to the whole. The Armoury regains 20 hit points and may repair one action that has been disabled, if the gathered equipment is of the appropriate type to fix it. If the Armoury picks up a magic item, its properties are absorbed into the Armory.
Parry. The Armory adds a +5 bonus to its AC for a single melee attack.
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