Free interactive D&D 5e SRD stat block

Animated Armor

Medium Construct, CR 1, AC 18, 33 HP. Unaligned.

Medium Construct, Unaligned

AC
18
Initiative
+2 (12)
HP
33 (6d8+6)
Speed
25 ft.
ScoreModSave
STR 14 +2 +2
DEX 11 +0 +0
CON 13 +1 +1
INT 1 -5 -5
WIS 3 -4 -4
CHA 1 -5 -5
Immunities
Poison, Psychic, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft.; Passive Perception 6
Languages
None
CR
1 (XP 200; PB +2)

Actions

Multiattack. The armor makes two Slam attacks.

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Bludgeoning damage.

How to run Animated Armor

Animated armor is a haunted-house jump scare with a CR rating. The trick is that it doesn't telegraph. The party walks into a vaulted hall lined with suits of plate, looks for the obvious threat, and one of those suits steps off its stand on initiative. AC 18 means low-level martials will miss often, and 33 HP plus immunity to Poison and Psychic means it survives the first round of panic damage from a CR 1-appropriate party.

Open with the suit already in motion when the party is past it. Blindsight 60 ft. and Passive Perception 6 mean it doesn't see them coming, it senses them when they're close, and once they cross that threshold it commits. Multiattack gives two Slam attacks at +4 for 5 damage each, which is enough to drop a wizard in two solid hits. Walk speed is only 25 ft., so the smart play is to stick to a single target rather than chase. Pick the squishiest visible PC and stand on top of them.

The condition immunity list is the real puzzle. Charmed, Frightened, Paralyzed, Petrified, Poisoned, none of it works. A party leaning on Hold Person or Tasha's Hideous Laughter will burn slots for nothing and start to feel the encounter pivot under them. It also has Intelligence 1 and no language, so it can't be reasoned with, surrendered to, or tricked. It just keeps swinging until something stops moving. Fire is a clean answer if anyone has it; otherwise it's a slugging match.

Run two or three at once if you want a real fight. A single suit dies in a round or two against a CR 1 party, but a pair flanking a corridor turns the corridor into a problem. Keep the rest of the suits inert and make the players guess which ones are next.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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