Huge Construct, Unaligned
Armor Class 20 natural armor
Hit Points 220 (24d10 + 130)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
24 (+7)
INT
3 (-4)
WIS
5 (-3)
CHA
3 (-4)
Saving Throws STR +12, CON +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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

Multiattack. The armor makes three melee attacks, or two Swing attacks. It can use both Grab or Stomp in place of one attack.

Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 30) slashing damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:  30 (3d10 + 20) bludgeoning damage, and the target must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Swing. Melee Weapon Attack: The armor makes a swing attack with it's greatsword. Each creature in a 10 ft. cone in front of the armor must make DC 17 Dexterity saving throw or take 25 (3d12 + 20) slashing damage. On a success, the target takes no damage.

Grab: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. The armor uses its massive hands to grab a Large or smaller creature, grappling it. The armor can have no more than one creature grabbed at a time, unless it drops its greatsword and uses it's other hand to grapple a creature, which then allows it to grapple a maximum of two creatures. The armor can use a bonus action to squeeze a grappled creature, which is a automatic hit that deals 20 (2d12 + 15) bludgeoning damage. A grappled creature can use its action to make a DC 20 Dexterity (Acrobatics) or Strength (Athletics) check, escaping the grasp of the armor on a success.

Animate Reinforcements (1/day). The armor uses its limited magic to animate up to ten different objects which become animate and are under the armor's command. The animated objects have the statistics that match their description, each roll for their own initiative, and can take one action and movement. This affect lasts for ten minutes, and ends if the armor decides to end it as a bonus action, the armor is destroyed, or the animated object is destroyed.

Description

This unnaturally large suit of armor was not made to be worn, but to be animated by powerful wizards and magic users who want an extra strong guard. Due to the costly and long process to make such a massive suit of armor, these hulking animated giants are usually only found in castles and keeps of the richest and most might wizards, where they are stored in rooms large enough to accommodate their massive size. Because of the extra powerful magic used to animate these giants, they are smarter than their other animated kind, able to give orders, warnings, tell riddles, ask for passwords, and even hold conversations with creature, although their ability to do this is limited. They can even animated other objects to assist them in dire situations, but this ability is severely limited.

Monster Tags: Armor

Habitat: Urban

RogueOne37

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