Medium construct, lawful evil

Armor Class 21 (natural armor)

Hit Points 112 (15d8+45)

Speed 30 ft.

17 (+3) 13 (+1) 16 (+3) 9 (-1) 10 (0) 9 (-1)

Skills Perception +3

Damage Resistances cold, fire

Damage Immunities lightning, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 60 ft. (blind beyond this radius)

Languages understands Common but can’t speak

Challenge 6 (2,300 XP)

Constructed Nature. An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

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.


Multiattack. The armor makes two melee attacks or uses Shocking Bolt twice.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.

Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.