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.
Multiattack. The armor makes Three melee attacks Or one melee attack and one tentacle lash when it takes the attack action
Living Blade. Melee +6 to hit 1d8+4 slashing damage
Tentacle Lash. Single Target 30ft 1d4+4 bludgeoning damage. Target must make a dc 12 athletics check or will become grappled and moved next to The Waking Armor.
Piercing retribution. When The Waking Armor fall below half heath for the first time in combat it will produce spikes in a 10ft radius dealing 3d10 piercing damage and reducing targets movement speed to 0 on a successful save (dc 14 dex) takes half damage and suffers no movement speed reduction.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. The plates on the armor never seem to stay still almost like looking at slow moving liquid. This armor has a mind of its own and has been known to persuade strong adventures to put it on.
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