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.
Long Live the King. If the armor is targeted for an attack while an animated armor is within 20 ft. of it, the animated armor can use its reaction to move up to its speed and make itself the attack target instead.
All that the Light Touches. While within its lair, the armor can see all creatures and their locations within its lair.
Legendary Resistance (1/Day). If the armor fails a saving throw, it can choose to succeed instead.
Multiattack. The armor makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Unsettling Visage. When a creature misses an attack against the armor, it can use its reaction to force the creature to make a Wisdom saving throw (DC 13) or be frightened of the armor for up to 1 minute. If a creature frightened by this effect ends its turn in a location where it cannot see the armor, it can repeat the saving throw, ending the frightened condition on a success.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen king.
Lair and Lair Actions
The armor can usurp another ruler's throne simply by sitting in it and extending its power into the building itself. When it does so, it takes control of everything and anything that can be possessed, turning suits of armor into animated armor and loose weapons into flying swords to defend it and attack intruders.
While seated on the throne, the armor can take one of the following actions on initiative count 20 (losing initiative ties).
- All flying swords the armor can see immediately make an attack on a creature within range.
- All animated armors the armor can see can immediately move up to their speed.
- The armor can summon a single animated armor or flying sword to an unoccupied space within 60 ft. of it. The same monster cannot be summoned twice in a row using this lair action.
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