Autonomous Armor (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Fighter class and Soldier (5e Background) background, and as such does not follow traditional CR.

Medium construct, lawful evil


Armor Class 14 (Plate Armor)
Hit Points 90 (12d10 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +6
Skills Acrobatics +4, Athletics +8, Intimidation +5, Perception +6, Sleight of Hand +4, Stealth +4, Survival +6
Damage Vulnerabilities acid
Damage Immunities poison
Senses passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Armor. The soldier has a damage threshold of 15.

Living Armor. The soldier does not need to and can not eat, breathe, or sleep, cannot wear additional armor except shields. He regains hit points normally, but can not be healed by Healing Alchemy.

Action Surge (1/Short or Long Rest). On their turn, the soldier takes an additional action and bonus action.

Indomitable (1/Long Rest). The solder may retry one saving throw they fail

Improved Critical. The soldier's attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete. When the soldier makes a running long jump, the distance they can cover increases by 4 feet.

Defense. While wearing armor, the soldier gains a +1 bonus to AC (included in AC).

Dueling. When the soldier is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.

ACTIONS

Multiattack. The soldier makes three broadsword attacks.

Broadsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.

Second Wind (1/Short or Long Rest). As a bonus action, the soldier regains 15 (1d10 + 10) hit points.


During the Ishvalan Civil War, nearly every death row prisoner in Amestris had their soul extracted and turned into a weapon unlike any other. In order to protect this secret, a select few of these prisoners had their souls re-bound into suits of armor, becoming the eternal sentinels of their tainted testsite.



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