Guardian Phantom Armor

This suit of armor moves with a warrior's deadly skill despite obviously being empty.
 

Guardian Phantom Armor (CR 2)

Medium Undead
Alignment: Neutral Evil
Initiative: +5
Senses: Darkvision 60 feet; Perception +6
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
Hit Points: 13 (3d8)
Saving Throws: Fort +1, Ref +2, Will +3
Channel Resistance +2
Immunity: undead traits
 

Offense

Melee: mwk longsword +5 (1d8+2/19-20) or 2 slams +4 (1d4+2)
Reach: 5 feet
 

Statistics

StrDexConIntWisCha
14 (+2) 13 (+1) - 7 (-2) 11 (+0) 10 (+0)
Base Attack Bonus: +2
CMB +4
CMD 15
  Feats: Improved Initiative
  Skills: Perception +6, Stealth +7
  Languages: Common (can't speak)
  Special Qualities: Freeze (suit of armor)

 

Special Abilities

NONE
 

Ecology

Environment: Any
Organization: solitary or pair
Treasure: none

  Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers, phantom armors appear as suits of damaged but animate armor that move with deadly purpose and lethal precision.
  CREATING PHANTOM ARMORS
  Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation.
  A magic-user must be at least caster level 12th to create a guardian phantom armor and at least caster level 15th to create a giant phantom armor.

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