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 | |
| 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. | |||||