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, BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight., CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight., LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., PoisonPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., SleepingSleeping The target is rendered unconscious and helpless, unable to take actions and is also most likely Prone., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Resistances. Bludgeoning damage, Piercing damage, Slashing damage, Lightning damage.
Weaknesses. Force damage, RendingRend ConditionThe target’s armor has been temporarily compromised, dropping the AC bonus to the armor..
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.