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.
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.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 18th level.
Danger Sense. The sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn’t work if the sidekick is incapacitated.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Extra Attack. Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level.
NOTE: Your sidekick might have the Multiattack action in its stat block. If it does and it gains the Extra Attack class feature, remember that Extra Attack works with the Attack action, not the Multiattack action. In short, you can’t use Extra Attack with Multiattack.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.