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 just turn into normal plate armor
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage, if the target is prone add 2 extra damage
Shield bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Bludgeoning damage and the target has to make a dc 13 strength save or be knocked prone and pushed 5ft
Description
This suit of magically animated plate armor and weapons clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
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