Living Armor (5e Creature)

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Living Armor[edit]

Medium ooze, unaligned


Armor Class 18 (natural armor?)
Hit Points 38 (4d8 + 20)
Speed 20 ft.


STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 20 (+5) 3 (-4) 6 (-2) 5 (-3)

Damage Vulnerabilities poison
Damage Resistances piercing, slashing
Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 1 (200 XP)


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

Rusting Vulnerability. If the armor is exposed to a rusting effect, such as a rust monster's antennae, it takes 14 (4d6) acid damage in addition to any damage caused by the rusting effect.

Vorpal Resistance. Effects which remove the armor's limbs, such as the vorpal sword, don't do extra damage to the armor but still do extra damage to any infested host. The armor can re-attach a removed head or limb with an action.

ACTIONS

Multiattack. The armor makes two melee attacks.

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 4 (1d8) piercing damage.

Gauntlet. Melee Weapon Attack +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4) acid damage. Instead of dealing damage, the armor can choose to grapple the hit creature (escape DC 15).

Infest Armor (1/Day). This action can only be performed on a creature grappled by the living armor, or a creature that is grappling the living armor, and only if that creature is wearing plate armor. The mollusks rush into the plate worn that creature, transforming that armor into the living armor, and leaving behind the original armor like a spent shell.
 While the living armor has more than 0 hit points and isn't incapcitated, the wearer is restrained and takes 3 (1d6) acid damage at the start of each of its turns. Whenever the living armor takes damage other than force or psychic, the wearer sustains half that damage (before resistance, immunity, or vulnerability).
 On each of the living armor's turns, it can attack with either its gauntlet or a weapon wielded by the host. Attacks with the host's weapon always have a +2 to hit, and deal the weapon's damage dice with no modifier.


This suit of plate mail moves and attacks mostly like a human warrior, but with eerie jittery motions that hint it isn't the full-armored warrior it resembles. In fact, the suit of armor is hollow on the inside.
 Despite resembling the more common animated armor, living armor is devoid of magic animation entirely. A hivemind-like swarm of mollusk aberrations live between the inner and outer layers of the plate armor they embody. These mollusks move together to act like muscles which animate the armor like the bones of a skeleton. Over generations these mollusks have learned to imitation the movements of humans, but being mere mollusks their movements are unusually slow and their strikes deceptively weak. It isn't difficult to discern something is off, but their true nature is obscure knowledge. A DC 20 Intelligence check can distinguish the true nature of this monster from the animated armor it resembles.
 As colonies of these mollusks grow in number, they spread to inhabit other suits of armor in a similar way. Like common predators, mollusks will predate on other creatures to absorb their nutrients—but they're especially drawn to potential victims wearing suitable suits of armor.

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