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.
Drop Weapon. Can release the Flying Weapon as a free action or as part of a ranged weapon attack if the weapon has the thrown property. The weapon takes its turn on its own initiative once it is released and is considered inanimate until then.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Wielding a Flying Weapon- Multiattack. Makes two melee attacks with one of the following flying weapons:
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
Enjoy the look of surprise in your players' eyes when they realize the weapons carried by all the sets of animated armor they just destroyed are also enemies which immediately spring to life and continue attacking, possibly even with surprise. Muahahaha!
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