Haunted Armour (5e Creature)
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Medium undead, any lawful alignment
Saving Throws Str +9, Dex +5, Con +7
Brute. A melee weapon deals one extra die of its damage when the haunted armour hits with it (included in the attack).
False Appearance. While the haunted armour remains motionless, it is indistinguishable from a normal suit of armour.
Magic Resistance. The haunted armour has advantage on saving throws against spells and other magical effects.
Turn Resistance. The haunted armour has advantage on saving throws against any effect that turns undead.
Multiattack. The haunted armour makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used in two hands.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Parry. The haunted armour adds 3 to its AC against one melee attack that would hit it. To do so, the haunted armour must see the attacker and be wielding a melee weapon.
Many suits of armour adorn castle hallways, though not all are mundane. Some might be constructs, though would-be burglars and assailants fear haunted armour most of all. These undead creatures are made by binding a spirit, usually that of the armour's former wearer, into the suit, empowered by mystic runes etched on the inside, granting it not only strength, but intellect, as they carve their opponents down to size with blade and shield in gauntleted hand.
Undead Nature. A haunted armour doesn't require air, food, drink, or sleep.