Unholy Construct. The Armor is a horrifying mix of necromancy and golem-crafting melded to create a Monstrous creature of incredible strength. This makes it immune to non-magical weapons that are not crafted from Adamantine as well allowing it to ignore normal mind-affecting. However it is affected by spells that target undead, but would normally have no effect on contructs, excluding mind-control spells.
Defiling Presence. Any cleric following a non-evil deity within 120 ft. of the Armor suffers a -6 to their spell save DC.
Greater Magic Resistance. The Armor has advantage on saving throws against spells, in addition it is immune to spells below 5th level.
Mind Control Immunity. Spells that inflict Charm, sleep or frightened have no effect on the Armor
Spellcasting. The Unliving Armor is a 6-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +6 to hit with spell attacks). The Unliving Armor has following Cleric spells prepared:
Cantrips (at will): Resistance, Toll the Dead
1st level (8 slots): Inflict Wounds, Shield of Faith, Sanctuary, Bane
2nd level (6 slots): Blindness/Deafness, Enhance Ability, Hold Person, Spiritual Weapon
3rd level (6 slots): Animate Dead, Bestow Curse, Magic Circle, Dispel Magic
4th level (4 slots): Banishment, Death Ward, Freedom of Movement
5th level (4 slots): Contagion, Flame Strike, Planar Binding, Raise Dead
6th level (3 slots): Blade Barrier, Create Undead, Harm
Necrobolt (Recharge 3). Unliving armor targets a single creature with 240 ft. of it, and attempts to shoot a bolt of unholy lightning at it. The target creature must make a dexterity saving throw with a DC 24, taking no damage on a successful throw. On a failed save, the creature takes 20 (3d12 + 10) Necrotic and 20 (3d12 + 10) Lightning damage. In addition, on a failed save, if the creature survives, it must make a DC 16 constitution saving throw or be cursed and gain double disadvantage on all saving throws, attack rolls and skill checks for the next 4 hours. When attempting to remove this curse via magical means (e.g. Remove Curse spell), the one attempting to remove the curse must make a DC 16 wisdom saving throw. On success, the curse is removed, on failure, the curse persists.
Lifebane Grandsword. Melee Weapon Attack: +18 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 + 10) Slashing damage, 6 (2d4 + 6) Necrotic damage and 8 (2d4 + 6) Cold damage.
Greatshield Bash. Melee Weapon Attack: +18 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 + 10) Bludgeoning damage.
Baleful Presence. Two living creatures of the Armor's choice within 120 ft. and it's aware of must make a DC 18 Wisdom saving throw or lose 2 in a single stat of the armors choice for the duration of the fight. If the target creature succeeds, it becomes immune to the Armor's Baleful presence for the next 24 hours.
The Armor can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Armor regains spent legendary actions at the start of its turn.
Multiattack (Costs 2 Actions). The armor attacks three times with using either it's Lifebane Greatsword or bashing with it's shield.
Move. The Armor moves half of it's walk distance.
Lifebane blast (Costs 2 Actions/ Recharge 10). The Armor slams it's sword into the ground then channels Necrotic energy into the ground, releasing a blast of Necrotic energy with a radius of 120 ft. All creatures with this range must make a DC 24 Dexterity saving throw, evil creatures have advantage on this saving throw. On a failed save, the creature takes 20 (2d8 + 6) Lethal Necrotic damage, this damage will only be healed by half each time the creature takes a long rest. Successful save results in the damage being non-lethal and halving the damage taken.
Description
A massive piece of armor stood in the middle of the Hall Eileen and her companions had just. Easily twelve to thirteen times as tall as the Half-Orc fighter of the group, this massive armor stood stationary in the hall. Eileen sensed a great deal of Necrotic energy emanating from the Armor but was unsure at the time as to why, not that it mattered.
As the group approached the armor, an eerie blue glow suddenly sprung to life from the small seems within it's armor, and a sinister cackling came from within the armor's helmet, twice as tall a man. Runes covering the armor sprung to life as the hulk picked up it's shield as tall as itself with it's left arm and picked up a gigantic greatsword taller than itself with it's right arm. The Armor then announced that the group had intruded upon it's master's domain, it's voice sounding like a crowd of a dozen voices speaking at once, and that their punishment for this intrusion was death.
The two fighters of the group charged the armor, only to see their weapons harmlessly bounce of it's armor as thick as the pillars in the hall. The Armor swung it's sword, catching the Half-orc fighter on his left armor. The Half-Orc screamed in pain as his arm was chopped clean off. That's when Eileen knew, this was no simple construct. This was an Unliving armor, a horrifying mix of necromancy and golem-crafting rolled into a single, tireless and relentless combatant. The armor charged Eileen as she was trying her best to heal the Half-Orc fighter, Eileen felt the Massive Sword sink into her flesh as her vision turned black...
-Tales of Horror, Unknown
The Unliving Armor, a dozen or so souls forged into a single ghost-like being, forced to merge with a gigantic suit of armor fashion from the finest of metals, Adamantium. This process turns the Adamantium into a vessel for Necrotic energies, further powering the Almost-Undead contruct's already terrifying strength.
One of these horror's stands between 40 to 60 feet in height, and wield swords as long as themselves with a single arm, as well as carrying a shield that covers them from head to toe. A truely terrifying sight to behold, fortunately the sheer costs of making one makes them an extremely rare sight anywhere, and few people with the money will ever make more than one.
Depending on the souls used when the creature is made, the Unliving armor has a vast amount of knowledge, combat experience and other useful things to pull, unfortunately (or fortunately...) the process of fusing these souls together significantly hampers their intelligence, making the Armor only as intelligent as an average person.
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