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.
Immutable Form. The armor is immune to any spell or effect that would alter its form.
Multiattack. The armor makes two melee attacks or uses Energy Bolt once.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Energy Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 13 (2d12) force damage.
Feinting Attack. The armor can use a bonus action on its turn to feint, choosing one creature within 5 feet of it as its target. The armor has advantage on its next melee attack roll against that creature this turn. If that attack hits, the armor adds 4 to the attack’s damage roll.
Parry. When another creature hits the armor with a melee attack, the armor can use it's reaction to parry the blow, adding +3 to its AC.
Description
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