Enchanted Armor

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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.