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, though things around it seem to move on their own.
Aura of Animation. At the end of a creatures turn, if they are within 10 ft. of the armor and holding a melee weapon, they must succeed on a DC 12 Strength saving throw or take damage equal to their weapons damage dice +2. The damage type is the same as the weapon.
Floating Debree. The armor gains 1d10 temporary hit points at the end of its turn, as random items and waste are floating around it.
Multiattack. The armor makes two melee or ranged attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Animated Gauntlet. Ranged Weapon attack: +4 to hit, reach 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Description
This is what happens when an attempt to animate a set of armor goes wild. The construct can't be controlled by its creator, and will instead walk around mindlessly, spreading the effects of the spell onto other items. It does however retain some of its basic programming, and will attack any perceived threats.
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