Living Armor

Living Armor can be an set of armor or a sculpture that a spirit has bound itself or has been forcibly bound to. They are forced to abide by their master, serving as traps for their lair. Those without a master roam aimlessly in the area they were reanimated until having something to draw aggression to.

Medium Humanoid Aberration


Hit Points
26

Speed
30 ft

AC
16

Fortitude
14

Reflex
11

Will
10

Str
15 (+2)

Dex
13 (+1)

Con
18 (+4)

Int
10 (+0)

Wis
10 (+0)

Cha
10 (+0)


Immunities. Poison damage, Psychic damage, Blinded, Charmed, Deranged, Drowning, Enraged, Frightened, Lacerated, Poison, Sleeping, Suffocating.

Resistances. Bludgeoning damage, Piercing damage, Slashing damage, Lightning damage.

Weaknesses. Force damage, Rending.

Reassemble. When the creature is hit by a source of Force damage it is knocked Prone as the armor falls in shambles and must take their Action to Reassemble themselves.

Unassuming. The living armor can stand still and unassuming. They cannot be detected as anything other than a normal set of armor while motionless.

Actions

Weapon Attack (Dex). +5 to hit AC. 1d10+2 or 1d12+2 Bludgeoning, Piercing, or Slashing damage.

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