Antimagic Susceptibility. The armor is unconscious 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.
Wearable. Heavy armor rules are applied to this animated armor. Additionally, Animated armor must be unconscious while putting it on/off. The wearer has total cover against attacks and other effects outside the armor except for lightning and thunder damage until the armor's hp is reduced to 0. Then armor is destroyed and any excess damage carries over the wearer.
While hostile to the wearer. The wearer and the armor both are rolling their own initiative and the wearer's turn is determined by the lower total. The wearer takes 14 (3d6 + 4) bludgeoning damage at the start of its turns. Its speed is halved, has a disadvantage on attack rolls, dexterity saving throws, and strength, dexterity and constitution checks.
While friendly to the wearer. The wearer and the armor both are rolling their own initiative and the wearer's turn is determined by the higher total. It gains an extra 5 feet of movement, +2 on attack rolls and deals extra 3(1d6) bludgeoning damage. The wearer has advantage on Strength checks and saving throws.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) bludgeoning damage.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
Comments