Enchanted Armor
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 | |
| Resist Nonmagical Weapons 7 | |||||
| Armor Rating 15 | DR 2/Magical Weapons | ||||
| Hit Points 50 | Immune Psychic, Toxic, Necrotic | ||||
| 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 Armor is indistinguishable from Nonmagical armor. | |||||
| Actions | |||||
The Armor can take TWO of the following actions, or take the same action twice. | |||||
| Move. The 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 Armor can Exploit. | |||||