Automatic Defenses. Unless the amulet's wearer deactivates the armor's automatic defenses, no one can approach the armor without setting those defenses off. Once the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached.
Bound. The armor is magically bound to an amulet. As long as the armor and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the armor to travel to it, and the armor knows the distance and direction to the amulet. If the armor is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the armor.
Energy Cells. The armor has several abilities that are fueled by an energy cell. It's energy cell has a maximum capacity of 10 charges. The amulet's wearer can use a bonus action on their turn to expend one charge to have the armor use an ability on its next turn. If the armor is being worn, then the ability activates as part of the action used to command the armor.
Multiattack. The armor makes two fist attacks unless it has been given a command by the wearer of it's amulet.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Force Field (1 charge). The armor projects a vertical opaque wall--up to 15 feet long, 15 feet high, and 1 inch thick--centered on the armor. The wall has 1d6 + 3 hit points and lasts for until the start of the armor's next turn. Creatures behind the armor's shield gain half cover.
Flight Boosters (1 charge). The armor activates jet thrusters on its back which propel it into the air. The armor gains a flying speed of 15 feet for 1 minute.
Magic Missile (1 charge). The armor casts magic missile at 4th-level.
Shield. When a creature makes an attack against the wearer of the armor's amulet, the armor grants a +2 bonus to the wearer's AC if the armor is within 5 feet of the wearer.
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