Servile Guardian. The creator or owner of the guardian can spend an action on their turn to command a Tomb Guardian to move up to half it's movement speed and make a single action (not Multiattack).
False Appearance. While the guardian remains motionless, it is indistinguishable from a normal suit of armor.
Summoned Guardian. Once a Tomb-Guardian is activated through predetermined criteria, it always knows the location of it's quarry while they remain within 100 feet. Additionally, it can see invisible creatures and ignores the effects.
Multiattack. The armor makes two melee attacks or one Shield Strike attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (1d10 + 4) slashing damage.
Shield Strike. Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit: 7 (1d6 + 4) bludgeoning damage. Additionally, on a hit, the target must make a DC 15 Strength saving throw or be knocked prone.
Description
Tomb Guardians are similar to Animated Armor, in the sense that they both resemble a suit of plate armour. However, Tomb-Guardians are instead created via powerful magic, which enchant the armour with strength and limited sentience, and are used to protect tombs, crypts, vaults and other such bulwarks.
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