Basic Rules

Armor Class 18 (Natural)

Hit Points 33 (6d8+6)

Speed walk 25 ft.

STR DEX CON
14 (+2) 11 (0) 13 (+1)
INT WIS CHA
1 (-5) 3 (-4) 1 (-5)

Saving Throws

Skills

Damage Immunities Poison, Psychic

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6

Languages

Challenge 1 (200 XP)

Proficiency Bonus +2

Traits

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.