Antimagic Susceptibility. The Animated Knight is Stunned while in the area of an antimagic field. If targeted by dispel magic, the Animated Knight must succeed on a Constitution saving throw against the caster's spell save DC or Become incapacitated for 1 round.
Fire Absorption. Whenever the Animated Knight is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
False Appearance. While the Animated Knight remains motionless, it is indistinguishable from a normal suit of armor.
Vengeful Spirit. The Animated Knight has advantage on Intimidation checks.
Large Mass. The Animated Knight has advantage against any ability or effect that would attempt to forcibly move it or to knock it prone.
Immutable Form. The Animated Knight is immune to any spell or effect that would alter its form.
Multiattack. The Animated Knight two attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. A creature hit by this attack must aslo make a DC 16 strength saving throw or be knock prone.
Leadership. (Recharges on a 5 or 6). For 1 minute, the Animated Knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Animated Knight. A creature can benefit from only one Leadership die at a time. This effect ends if the Animated Knight is incapacitated.
Frightful Gaze. (Recharges on a 6 ). As a bonus action the Animated Knight can force each creature of the it's choice that is within a 30 ft radius to make a contested check of it's Intimidation versus their Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Animated Knight's Frightful gaze for the next 1d4+1 rounds.
Triped Up. (Recharges on a 4, 5 or 6 ) When the Animated Knight hits a creature with a weapon attack, it can expend one of it's hit dice to attempt to knock the target down. And if the target is medium or smaller, it must make a Strength saving throw at disadvantage. On a failed save, the target is knocked prone. The DC for this feature it the damage roll + the result of the hit dice expend.
Master Tactician. the Animated Knight can use two Reactions each turn.
Parry. The Animated Knight adds 2 to its AC against one melee attack that would hit it. To do so, the Animated Knight must see the attacker.
Riposte. When a creature misses the Animated Knight with a melee attack, it can use one of it's reactions to make a melee weapon attack against the creature. If the attack hits, it can expend one of it's hit dice roll and add the result to the attack's damage roll.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding with the vengeful spirit of a fallen knight.
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Posted May 27, 2024This is my friendly attempt to create A somewhat low level encounter with a former Knight ally now Bound by his soul to his armor. Who is vengefully seeking Is the person who bound him here.
Please, let me know your thoughts and comments I always welcome feedback and wish to improve.
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Posted Jun 10, 2024This seems a little powerful for CR 5. Consider nerfing it or changing the CR.
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Posted Apr 29, 2025Thanks! What CR would you suggest for this creature's statistics? I was basing it off of a couple of CR online calculators:
https://********/crcalculator.htm
https://battlesim-zeta.vercel.app/