False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Regeneration. The armor regains 1 hit point at the start of its turns. It regains 5 hit points instead of 1 if it hasn't taken damage since its last turn.
Resilient (2/day). The armor gains advantage on a saving throw that it failed. When it uses this feature, the armor gains 10 temporary hit points.
Mindless. The armor automatically succeeds on all Intelligence or Wisdom saving throws, but automatically fails any Intelligence, Wisdom, or Charisma checks.
Durable. The armor is meant to take a beating, and has the uncanny ability to withstand even the strongest physical abuse. The armor has advantage on death saving throws, and if the armor is destroyed, it reforms with all of its hit points and any conditions removed in 2d4 hours. Once per day, the armor can regain 1d6 hit points after succeeding on a death saving throw.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spin Attack (Recharge-6). The armor makes a spin attack against every creature within 5 feet of itself. On a hit, a spin attack deals one extra die of damage, and deals and extra 3 (1d6) bludgeoning damage.
Brace for Impact. The armor gains a +2 bonus to AC and saving throws until the end of its next turn, and any damage dealt to it is reduced by 6 (1d6 + 3)
Parry. The armor adds +2 to its AC against a melee attack that would hit it. To do so, the armor must be able to see the attacker wielding a melee weapon. If the attack still hits, the armor can reduce the attack's damage by 7 (1d10 + 2).
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