Medium Construct, Unaligned
Armor Class 16 Natural armor
Hit Points 38 (7d8 + 7)
Speed
STR
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
12 (+1)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Lightning, Poison, Psychic
Senses Blindsight 60ft. (blind beyond this radius), Passive Perception 6
Languages Understands Common but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The imprisoner is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the imprisoner must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer. While it has captured a creature, the imprisoner takes only half the damage dealt to it, and the creature captured by the imprisoner takes the other half.

False Appearance. While the imprisoner remains motionless, it is indistinguishable from a normal suit of armor.

Spellcasting. The imprisoner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):

2/day each: absorb elements, misty step

Actions

Imprison. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained within the imprisoner, and the imprisoner can't capture another target.

Lightning Touch. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) lightning damage. If the target is wearing metal armor the damage increases to 5 (1d8 + 1) lightning damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Reactions

Lightning Rod. As a reaction when lightning would pass within 10 feet of the imprisoner, it can cause it to arc and course through its body instead. As part of this reaction the imprisoner can cause the lightning to burst out of its body. All creatures within 5 feet of it must make a DC 13 Dexterity saving throw, taking 2 (1d4) lightning damage on a failed save. A creature imprisoned automatically fails the save.

 

Description

Arcane Imprisoner

Arcane imprisoners are animated suits of armor, primarily purchased by those who desire additional security measures to protect their vaults. The benefit of arcane imprisoners over traditional shard constructs, is the lack of control device; this prevents the risk of intruders corrupting the imprisoner and stealing control of it.

Due to the construction method and enchantments placed on imprisoners, they are able to channel lightning through their bodies. This allows them to release a burst of lightning striking any nearby creatures. For this reason most locations that have imprisoners guarding them, are likely to have lightning magic enchantments placed on them.

Imprison. This unique ability is why arcane imprisoners are highly sought after to protect individuals' valuables. They are able to open their metallic form, allowing them to trap an intruder within themselves. While a creature is captured, imprisoners are able to transfer a portion of any damage they recieve to it, allowing them to deal with multiple intruders at a time. Should only one creature be foolish enough to steal from an arcane imprisoner, they will be captured and repeatedly shocked with lightning until they are incapacitated.

1Fade1973

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