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.
Spellcaster. 4th level spellcaster with Intelligence as it's spellcasting ability: 1st level spells (3 slots) Bless. 2nd level spells ( 2 slots) Amputate. 3rd level spells ( 2 slots) Angelic Armaments. 4th level spells (2 slots) Fire Shield. Spellcasting ability +1. Spell DC 12.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 17 (3d8 + 5) bludgeoning damage.
Magic Attacks. It's attacks count as magical.
Giant Warhammer. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit: 18 (6d6+5) if this attack misses, every creature within 10ft of the attack makes a DC 10 Dexterity saving throw or is knocked Prone. (Damage becomes d10 when held with both hands.)
When it's hit with a meele attack, the attacker takes 1d10 piercing damage.
Description
A hulking suit of plate metal armor, with spikes all over it.
Previous Versions
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7/28/2023 4:25:40 AM
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7/28/2023 4:53:23 AM
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7/28/2023 5:07:04 AM
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7/28/2023 5:16:58 AM
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