Animated Armor

Monster Manual - 5e, D&D Basic Rules

Description

This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. [1] [2] Ponderous but persistent, this magical guardian is almost always a suit of plate armor. [1]

To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. [1]

Basic Information

Anatomy

This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight.[1][2] Ponderous but persistent, this magical guardian is almost always a suit of plate armor.[1]

Animated armor have natural defenses that provide them with protection during combat (i.e. natural armor).[1][2]

Ecology and Habitats

While the armor remains motionless, it is indistinguishable from a normal suit of armor.[1][2]

Dietary Needs and Habits

Animated armor doesn’t require air, food, drink, or sleep.[1]

Additional Information

Perception and Sensory Capabilities

Animated armor has blindsight to a range of 60 ft. and is blind beyond that radius.[1][2]

Civilization and Culture

Major Language Groups and Dialects

Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.[1]

To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.[1]

References

  1. ^Monster Manual - 5e (2014), p.19.
  2. ^D&D Basic Rules (November, 2018), p.116.

Contents



Parent Article:

  • Animated Objects

Stat Block

See below[1][2]

Animated Armor

Armor Class 18 (natural armor)
Hit Points 33 ( 6d8 + 6 )
Speed 25 ft.

14 +2

11 +0

13 +1

INT

1 -5

WIS

3 -4

CHA

1 -5

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Challenge 1 (200 XP)

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.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6 + 2 ) bludgeoning damage.


Sources Monster Manual - 5e , D&D Basic Rules

 

 

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