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.
Auto-Repairing. As long as all of the pieces of the armor are not permanently destroyed, the armor will pull itself back together and magically repair itself. If the armor is at 0 HP, this effect will happen 1 minute after the creature goes unconscious. If a portion of the armor is taken or sent to another plane of existence, the armor will search out the piece or someone who can replace the missing piece until either the part is back or it is replaced. The missing piece retains its magic until it is replaced by another piece on the armor.
Mending. When the mending spell is cast on this construct it regains 2d6 HP.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d6+5) slashing damage.
Description
This suit of armor moves more gracefully than its more mundane siblings. This armor was created by Quench Bayrgin-son of Draku Keep for the purpose of helping train people in the Training Grounds.
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