Tiny Construct, Neutral Evil
Armor Class 16 Leather
Hit Points 28 (8d4 + 8)
Speed 25 ft.
STR
4 (-3)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws DEX +6
Skills Acrobatics +6, Perception +2, Stealth +6
Damage Immunities Poison, Psychic
Senses Tremorsense 60 ft., Passive Perception 12
Languages Español
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

False Appearance. While the Boots of Walking remain motionless, they are indistinguishable from a normal suit of armor..

Two Boots Are Better Than One. The Boots may split up and share their action, bonus action, movement, and hitponts. 

Actions

Action Name. The Boots of Walking remain make 2 kick attacks with themselves.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludegoning damage. 

Stomp. The creature who last wore the boots gets "******* bodied" (up to DM interpretation)

Description

The Boots of Walking are found deep in dungeons, caverns, and forests.  Seemingly abandoned by an adventurer, the boots walk up to their next prospective owner  The boots do not speak, they simply offer themselves as a convenient and free piece of armor to help an adventurer.  But beware adventurers, for these boots may one day abandon you and take their next victim.

FragranceMan

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