AC
18
Initiative
+1 (11)
HP
51
(6d10 + 18)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Immunities
Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft.; Passive Perception 9
Languages
Understands the languages of its creator but can't speak
CR
3 (XP 700; PB +2)
Traits
Antimagic Susceptibility. The harness is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the harness must succeed on a Constitution saving throw against the caster's spell save DC or be stunned for 1 minute. The harness repeats the saving throw at the start of each of its turns, ending the effect on a success.
False Appearance. While the harness remains motionless, it is indistinguishable from a normal suit of armor.
Actions
Multiattack. The harness makes two Longsword attacks.
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Slashing damage.
Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 10 (2d6 + 3) Piercing damage.
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Posted Jun 20, 2026Hey everyone! This is my first attempt to creating a monster for DnD. Do tell me if it's too strong or not.