Magical Puppetry. The armour will drop to 0hp if targeted by an effect that dispels magic.
Magic Resistance. The armour has advantage on saving throws against spells and other magical effects.
Magic Weapons. The armour's weapon attacks are magical.
Multiattack. The armour makes two attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) bludgeoning damage.
Sword/Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 7) slashing damage.
Poison Breath (Recharge 6). The armour clenches the occupying corpse, which exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 20 (5d8) poison damage on a failed save, or half as much damage on a successful one.
Description
The honoured dead are buried after falling in battle, adorned with armour befitting the gratitude of the land they fought for. The catacombs they occupy are coveted by the thieves and grave-robbers, or worse.
The remains are untouched by necromantic energy and thus, are unaffected by a cleric's divine expulsion. These abominations are nothing more than animated armour still worn by those that wore them in life.
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