Animated Armour Species in The True Dark Ages | World Anvil

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.


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