Large Construct, Any Alignment
Armor Class 18 (natural armor) (plate)
Hit Points 44 (8d8 + 8)
Speed 25 ft.
STR
16 (+3)
DEX
10 (+0)
CON
13 (+1)
INT
15 (+2)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +6, CON +4
Damage Vulnerabilities Bludgeoning
Damage Resistances Lightning, Piercing, Slashing
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 30ft., Darkvision 120ft., Passive Perception 13
Languages Celestial Telepathically out to 30ft., Draconic Telepathically on to 60ft. Any languages it knew in life.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

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. 

Reactions

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.

Monster Tags: ArmorNPCconstructHumanSidekicksoldier

Habitat: Urban

mtvJackNife

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