Slight Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Central Pillar. While there is still any living armor in the fight, attacks toward the Commander's armor are made with disadvantage.
Multiattack. The armor makes two melee attacks and one "Commander's Inspiration" Action.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 3) Slashing damage.
Commander's Inspiration. Buff: All living armor gets a 1d6 bonus to their hit chance, including the Commander's armor itself itself. Knight's armors receive an additional 1d6 damage to their melee attacks, including the Commander's armor itself. This buff lasts for one turn.
Description
"A true commander is tied with their troops. It is he who guides them, and they who follow him. As such, their fates are tied together, whether that be in life or death."
A commander's suit of armor awakens as a result of the former wearer's connection with their troops.
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Posted Sep 7, 2024First Monster, let's go.