Enchanted Armor: Difference between revisions

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| colspan="3" |
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| colspan="3" |'''Resist''' Nonmagical [[Weapons]] 7
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| colspan="3" |'''Armor Rating''' 15  
| colspan="3" |'''Armor Rating''' 15  
| colspan="3" |'''DR''' 2/Magical Weapons
| colspan="3" |'''Resist''' Nonmagical [[Weapons]] 7 '''Immune''' Psychic, Toxic, Necrotic
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| colspan="3" |'''Hit Points''' 50
| colspan="3" |'''Hit Points''' 50
| colspan="3" |'''Immune''' Psychic, Toxic, Necrotic
| colspan="3" |'''DR''' 2/Magical Weapons
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| colspan="3" |'''Speed''' 30 ft
| colspan="3" |'''Speed''' 30 ft
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| colspan="6" |'''Arcane Servitude.''' Enchanted Objects have no will of their own and must obey the simple commands of their master.
| colspan="6" |'''Arcane Servitude.''' Enchanted Objects have no will of their own and must obey the simple commands of their master.
'''Mundane Appearance.''' While motionless, the Armor is indistinguishable from a Nonmagical weapon.
'''Mundane Appearance.''' While motionless, the Enchanted Armor is indistinguishable from Nonmagical armor.
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! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
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==== '''''T'''he Armor can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====
==== '''''T'''he Enchanted Armor can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====
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| colspan="6" |'''Move.''' The Armor can move up to its speed.
| colspan="6" |'''Move.''' The Enchanted Armor can move up to its speed.
'''Punch.''' ''Reach 5 ft, Natural Weapon''. +4 vs AR. '''Hit:''' 7 (1d6+4) blunt.
'''Punch.''' ''Reach 5 ft, Natural Weapon''. +4 vs AR. '''Hit:''' 7 (1d6+4) blunt.
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! colspan="6" |Reactions
! colspan="6" |Reactions
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| colspan="6" |'''Exploit (1/Round).''' The Armor can Exploit.
| colspan="6" |'''Exploit (1/Round).''' The Enchanted Armor can [[Actions#Advanced Maneuvers|Exploit]].
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Latest revision as of 15:23, 11 April 2024

[Back to creatures]


Mages and other casters often experiment with enchanting various otherwise inanimate items to do their bidding. Whether enchanting armor to fight for itself or enchanting a cape to help a creature fly, it takes a caster of great skill to enchant an item repeatedly for months on end in order to make the enchantment permanent.

Enchanted Armor

Monster Level: 8
Medium. Constructed (Arcane)
STR DEX END AWR INT CHA
4 2 4 2 -2 2
Ref: 12 Fort: 14 Ant: 12 Log: 8 Will: 12
Armor Rating 15 Resist Nonmagical Weapons 7 Immune Psychic, Toxic, Necrotic
Hit Points 50 DR 2/Magical Weapons
Speed 30 ft Senses Blindsense 30 ft
Traits Immutable, Unerring Mind
Features
Arcane Servitude. Enchanted Objects have no will of their own and must obey the simple commands of their master.

Mundane Appearance. While motionless, the Enchanted Armor is indistinguishable from Nonmagical armor.

Actions

The Enchanted Armor can take TWO of the following actions, or take the same action twice.

Move. The Enchanted Armor can move up to its speed.

Punch. Reach 5 ft, Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) blunt.

Reactions
Exploit (1/Round). The Enchanted Armor can Exploit.