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.
Curse. Once a creature dons this cursed armor, they can’t doff it unless they are targeted by the remove curse spell or similar magic. While wearing the armor, the creature has disadvantage
Wearable. If the armor remains motionless, a creature can spend ten minutes to don it. If they do this, then the armor and the creature wearing it have disadvantage on all Strength and Dexterity checks and saving throws. Additionally, neither creature can take reactions, bonus actions, or cast spells. While wearing this armor, the creature has an armor class of 18
Damage Transfer. While it is being worn by a creature, the armor takes only half the damage dealt to it, and the creature wearing the armor takes the other half.
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.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
Previous Versions
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3/20/2025 5:53:06 PM
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Coming Soon
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