Medium Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 25 ft.
STR
15 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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. If a creature hasn't observed the statue move or act, that creature must succeed an active DC 16 Intelligence (Investigation) check to discern that the statue is animated.

Enveloper. If the armor becomes animate while a creature has the armor on, the creature is restrained. While restraining a creature in this way, the armor takes only half the damage dealt to it (rounded down), and that creature takes the other half.

As an action, the restrained creature can make a Strength check contested with the armor.

Success. If the creature succeeds, the armor is incapacitated until the end of the armor's next turn.

Minor Fail. If the restrained creature fails by less than 5, the armor's speed is reduced by 10 feet, and it has a disadvantage on attack rolls until the end of its next turn.

Major Fail. The armor can move and act freely if the creature fails by five or more. 

Actions

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. On a hit, if the target is Medium or smaller, instead of dealing damage, the armor can grapple the creature (escape DC 12).

Description

This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.

Ambusher Variant: These suits of armor are meant to be luring and tempting. This version of animated armor waits to strike until a creature puts the armor on. Due to its low intelligence and wisdom scores, it is not likely to wait until a time of vulnerability, such as when most are sleeping by its own volition, though it may be instructed by its creator to act as such. It attacks whoever it can get close to

Interaction with Detect Magic: A detect magic spell cast targeting the animated armor reveals an aura of abjuration (protection) and transmutation (reshaping), both standard enchantments on a suit of magical armor.

Interaction with Identify: An identify spell cast targeting the animated armor reveals that, if worn, it acts as half plate, +1 or plate, +1, depending on the armor proficiency of the group. Its transmutive enchantments enable it to adjust its size within 1 category each (medium to small; medium to large) to fit the wearer, and switch between armor types of half plate and full plate depending on whether the weilder is proficient in. 

Reduced to 0: Once reduced to 0 HP, the magic that animates it has been purged, and thus it loses the +1 and shapechanging enchantment it possessed.

Chriscliff

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