Antimagic Susceptibility. The Animated Iron Hedge Armor rmor is incapacitated while in the area of an antimagic field. If targeted by dispell 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 Animated Iron Hedge Armor remains motionless, it is indistinguishable from a normal particularly spiky suit of armor.
Spiked Plates. The Animated Iron Hedge Armor is covered with long needle like spikes, at the start of each of the Animated Iron Hedge Armor´s Turn creatures restrained or grappled by it take 1d6 piercing damage.
Body Slam. Melee Weapon Attack, +4 to hit, 5ft reach, one target, for 2d6+2 piercing damage, for every 10ft the Animeated Iron Hedge Armor moved in a straigth line before making this attack it has an additional +1 to hit and deals an additional 1d6 piercing damage,
Empale. The Animated Iron Hedge Armor targets a Medium or smaller creature it can see within 5 feet of it. That creature must make a DC 12 Dexterity saving throw. On a failed save, that creature takes 2d6 piercing damage and is restrained. At the start of each of its turns, a restrained creature can make a DC 12 Strength saving throw to end the condition. A creature with half or less of its hit points remaining has disadvantage on this save.
The construct can have up to sixteen Tiny creatures restrained at a time. Small creatures count as four Tiny creatures, and Medium creatures count as eight. While the construct has eight or more Tiny creatures restrained, its walking speed is reduced to 10 feet.
Description
This suit of magically animated spiked plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight, eager to empale those that disturbed its slumber.
Previous Versions
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8/21/2024 5:38:57 PM
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14
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1
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Coming Soon
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