Antimagic Susceptibility. The Guardian is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Guardian must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Magical Warden. The Guardian can see out of it's animator's eyes and vice versa, no action required. At the start of each of it's turns, if The Guardian is outside of 120 ft. of it's animator, it takes a cumulating -5 penalty to attack rolls, saving throws and movement until it begins it's turn within 120 ft. of it's animator. On the 3rd consecutive turn outside of 120 ft. of it's animator, the Guardian falls unconscious.
False Appearance. While the Guardian remains motionless, it is indistinguishable from a normal suit of armour.
Multiattack. The Guardian makes two Slam or Force Blast attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 2 bludgeoning damage.
Force Blast. Ranged Weapon Attack: +5 to hit, reach 4 ft., one target. Hit: 1d10 + 2 damage and the target must make a DC 13 strength saving throw or be moved 10 feet away from the Guardian.
Mystic Advance. The Guardian teleports, along with anything it is wearing or holding, to a point that it or it's animator can see within 60ft of it.
Implacable Guardian. In response to the Guardian's animator being hit by an attack, the Guardian may chose to be hit instead, so long as it is within 5 ft. of the animator and within the attacks range.
Description
This suit of magically animated plate armour has been enchanted by a powerful mage to provide protection in battle, providing the construct with a dim intelligence enough to obey commands and recognise when it's master is being attacked and defend them.
Comments