Antimagic Susceptibility. The armor is stunned 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 get stunned for 1 turn.
Obvious Appearance. While other pieces of armor look similar, it is easy to tell that this one is animated from the powerful aura it emits.
Guarding Alert. As a guarding creature, when it sees an intruder it emits a blaring noise(about as loud as a train horn). When this happens, all players within a 50ft radius must make a Constitution saving throw of 15, or be deafened for 3 minutes.
True Heart. This construct has a magical heart that keeps it alive. If its HP reaches 0 and the heart isn't destroyed, the creature reanimates. Additionally, this heart is always moving to different parts of the body. The DM must roll a d6 to tell where the heart is located for each turn.
Group Tactics. When in a group of more animated armors of this same variant, it is knowledgeable on how to work together with them as a group, allowing it to assist its comrades in battle. Much like a group of soldiers that have worked together for years, it can perform buddy maneuvers(like the players).
Multiattack. The armor makes two melee attacks.
Longsword+2. The armor attacks with a longsword+2.
Roll to hit mod: +11
Dmg: 1d8 + 11 Slashing
Greatsword+2. The armor attacks with a greatsword+2.
Roll to hit mod: +11
Dmg: 2d6 + 11 Slashing
Halberd+2. The armor attacks with a halberd+2.
Roll to hit mod: +11
Dmg: 1d10 +11 Slashing
Grapple. The armor grabs hold of an opponent within 5ft. The enemy must make a Strength saving throw of 18, or become grappled.
Tackle. The armor charges at a target within 15ft of distance, and tackles them to the ground. The target must make a Strength saving throw of 17, or become [Tooltip Not Found].
Heart's Blessing. The armor can use an action to bless its weapon with its heart for 1min. The weapon gets set aflame, and does an extra +5 fire damage.
Switching Places(Group Tactics). As a bonus action, the armor can switch places with any ally of its choice within range(10ft).
Use the Hilt. As a bonus action after an attack, the armor can use the hilt/knob of its weapon to make an extra attack.
Attack modifier: +9
Dmg: 1d4 +5
Shoulder Bash. As a bonus action, the armor can use its shoulder to bash into an enemy within 5ft. The target must make a Dexterity save of 15, or become stunned for one turn, or until the target is affected.
Knightly Mastery. The creature's movement is much like that of a skilled knight. When using weapons it is proficient in(greatswords, longswords, halberds), it can perform a counterattack as a reaction to any non-magical attack.
Additionally, instead of using a counterattack, it can use a bonus action to disarm the opponent.
Parry Assist(Group Tactics). When the creature is within 5ft of an ally, it can use a reaction to parry any incoming non-magical attack for the ally. It must make a Strength saving throw passing the enemy's roll to hit dice, or take on the full damage of the attack.
On a successful parry, the ally can use their reaction as an action, and attack any enemy already within a 5ft radius.
Taking Bullets(Group Tactics). Much like the Parry assist reaction, the creature can assist an ally within a 5ft range. This time, however, in the event of magical attacks, it will simply step in front of its ally and take the full damage itself. Area of effect spells still affect its ally.
Group Tactic Actions. The armor can help nearby allies perform actions.
Description
This suit of armor, while only animated, moves fluidly as if it were alive. It makes a perfect guardian for things, especially when grouped with more of the same construct. They stand in place until they see an intruder.
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