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 two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 6) bludgeoning damage.
Slash. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 40 (4d8 + 8) slashing damage.
Description
A metallic armor turned Automata that looks indistinguishable from a normal suit of armor. These entities are usually found in droves being driven by dark forces, usually mad cultist fanatics. These Automata are also used within keeps and holds as a method of extra protection in the event of a siege.