Animated Armour
Animated Armour CR: 1
Medium construct, unaligned
Armor Class: 18 (natural armour)
Hit Points: 33 6d8+6
Speed:
25 ft
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, Paralysed, Petrified, Poisoned
Senses: Blindsight 60 ft (blind beyond this point), passive Perception 6
Challenge Rating: 1
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 undisguisable from a normal suit of armour. Constructed Nature. The animated armour doesn't require air, food, drink, or sleep.
Actions
Multiattack. The armour makes two melee attacks. Slam. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 5 1d6+2 bludgeoning damage.
An animated armour is an artificial construct. Usually a suit of plate armour or similar is marked by a mage, using script placed on the inside of the armour. This imbues it with a fake semblance of life, allowing it to move. A trigger is regularly applied, along with a command that the mage can utter to awaken the armour. Also, with the trigger it can animate if certain conditions are met, such as a living creature passes by.
Suggested Environments
Settlements, and lairs.
Comments