Enchanted Armor

Revision as of 15:23, 11 April 2024 by Andi (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

[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.