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Animated Armour

Enchanted,Magical & Animated Objects

 

Animated objects are crafted with potent magic to follow the commands of their creators.When not commanded,they follow the last order they received to be the best of their ability,and can act independently to fulfill simple instructions.Some animated objects (Including many of those created in The Feywild) might converse fluently or adopt a persona,but most are simple automatons.

 

Constructed Nature

 

An animated object doesn't require Air,Food,Drink,or Sleep.

 

The Magic that animates an object is Dispelled when the CONSTRUCT drops to 0 Hit Points.An animated object reduced to 0 Hit Points becomes inanimate and is too damaged to be of much use or value to anymore.

   

Animated Armour

 

This empty Steel shell clamors as it moves,heavy plates banging and grinding against one another like the vengeful spirit of a fallen Knight.Ponderous but persistent,this Magical Guardian is almost always a suit of Plate Armour.   To add to its menace,ANIMATED ARMOUR is frequently enchanted with scripted speech,so the armour can utter warnings,demand passwords,or deliver riddles.Rare suits of animated armour are able to carry on an actual conversation.

Basic Information

Anatomy

A Suit of Plate Armour (Other armour has been known to be used).

Dietary Needs and Habits

An animated object doesn't require Air,Food,Drink,or Sleep.

Additional Information

Uses, Products & Exploitation

Once it becomes inanimate at 0 Hit Points the Armour could be salvaged.

Perception and Sensory Capabilities

Blindsight 60ft (Blind Beyond this Radius)
A Suit of Animated Armour by dndbeyond
Origin/Ancestry
Construct


Cover image: A Suit of Animated Armour by dndbeyond

ANIMATED ARMOUR

Medium construct, unaligned
Armor Class 18 (NATURAL ARMOUR)
Hit Points 33 (6D8+6)
Speed 25ft

STR
14 +2
DEX
11 0
CON
13 +1
INT
1 -5
WIS
3 -4
CHA
1 -5

Damage Immunities POISON & PSYCHIC.
Condition Immunities BLINDED, CHARMED, DEAFENED, EXHAUSTION, FRIGHTENED, PARALYZED, PETRIFIED AND POISONED.
Senses BLINDSIGHT 60FT. (BLIND BEYOND THIS RADIUS), PASSIVE PERCEPTION 6.
Challenge 1 (200XP)


ANTIMAGIC SUSCEPTIBILITY: THE ARMOUR IS INCAPACITATED WHILE IN THE AREA OF AN ANTIMAGIC FIELD. IF TARGETED BY DISPEL MAGIC, THE ARMOUR MUST SUCCEED ON A CONSTITUTION SAVING THROW AGAINST THE CASTER’S SPELL SAVE DC OR FALL UNCONSCIOUS FOR 1 MINUTE.   FALSE APPEARANCE: WHILE THE ARMOUR REMAINS MOTIONLESS, IT IS INDISTINGUISHABLE FROM A NORMAL SUIT OF ARMOUR.


Actions

MULTIATTACK: THE ARMOUR MAKES TWO MELEE ATTACKS.   SLAM: MELEE WEAPON ATTACKS: +4 TO HIT, REACH 5FT, ONE TARGET. HIT: 5 (1D6+2) BLUDGEONING DAMAGE.


 

Comments

Author's Notes

The Original Article was written by Wizards of the Coast (WotC) for the D&D Monster Manual 5e.


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