Bound. The animated archmage armor is magically bound to an amulet. As long as the animated armor and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the animated armor to travel to it, and the animated armor knows the distance and direction to the amulet. If the animated armor is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) can be transferred to the animated armor if the wearer wishes it.
Command of Recall. 6/day: word of recall and return.
False Appearance. While the animated archmage armor remains motionless, it is indistinguishable from a normal suit of armor.
Fire and Lightning Absorption. Whenever the animated archmage armor is subjected to fire or lightning damage, it takes no damage and instead regains a number of hit points equal to the fire or lightning damage dealt.
Immutable Form. The animated archmage armor is immune to any spell or effect that would alter its form.
Magic Resistance. The animated archmage armor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The animated archmage armor's weapon attacks are magical.
Spell Storing. A spellcaster who wears the animated archmage armor's amulet can cause the animated armor to store up to four spells of 8th level or lower. To do so, the wearer must cast the spells on the animated armor. The spells have no effect but are stored within the animated armor. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the animated armor casts one of the stored spells with any parameters set by the original caster, requiring no components. When the spells are cast or new spells are stored, any previously stored spells are lost.
Multiattack. The animated archmage armor makes three attacks.
Adamantine Fist, +3. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7) bludgeoning damage and 8 (1d12) force damage.
Adamantine Glaive, +3. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) slashing damage and 8 (1d12) force damage.
Med Evac / Adamantine Prison. The animated archmage armor can use its action to completely envelop a creature of Medium size or smaller. A creature is paralyzed while inside of the animated armor. The amulet's wearer can telepathically speak to the creature if it's conscious and within 120 ft., the creature can reply telepathically. An unconscious creature is under the effects of the spare the dying cantrip and a dead creature is under the effects of the gentle repose spell. An unwilling creature must succeed on a DC 21 Dexterity saving throw or be enveloped by the animated armor. A creature can use an action to make a DC 21 Strength check to open the animated armor's chestplate while within 5 ft. of it and free the enveloped creature. Two animated armors can merge together and become one Large Construct, the DC's increase to 23. Four animated armors can merge together and become one Huge Construct, the DC's increase to 25. Its statistics, other than its size, remain the same. An enlarged animated armor can completely envelop a creature of the same size or smaller. A creature enveloped in this way is immune to all damage. The animated archmage armor can use the Dash action as a bonus action after enveloping one or more creatures in this way.
Shield. When a creature makes an attack against the wearer of the animated archmage armor's amulet, the animated armor grants a +6 bonus to the wearer's AC if the animated armor is within 10 feet of the wearer.
Previous Versions
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3/28/2024 11:52:34 PM
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10
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1
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Coming Soon
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3/15/2025 12:50:29 PM
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26
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2
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Coming Soon
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