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Animated Armor

Medium Construct, unaligned

CR 1

200 XP

AC: 18 (natural armor)
HP: 33 (6d8+6)
Speed: walk 25 ft.
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages:
STR
14
+2
DEX
11
+0
CON
13
+1
INT
1
-5
WIS
3
-4
CHA
1
-5

Special Abilities

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.

Quick Reference

Challenge: CR 1
Type: Construct
Size: Medium
Alignment: unaligned
Best for party of 4 at level 3-4

Running This Encounter

Animated Armor is a mindless construct that fights until destroyed, making it ideal for straightforward combat encounters. It cannot be reasoned with or intimidated, and will pursue enemies relentlessly within sight. Consider using multiple suits as minions, or placing one as a guardian in a dungeon corridor or wizard's tower. Its high AC makes it challenging for low-damage attacks, rewarding creative problem-solving like using spells or environmental hazards.

Combat Tactics

Animated Armor uses its multiattack to strike twice per round with its longsword, focusing on the nearest enemy. It has no tactical intelligence, so it charges straight at threats and cannot be flanked or psychologically manipulated. Its lack of self-preservation means it fights to the bitter end without retreat.

Environment & Setting

Ideal locations include wizard towers, necromancer laboratories, treasure vaults, or ancient temples where magical guardians are plausible. It works well in confined spaces like narrow corridors or small rooms where its mobility is limited and area spells become tactical considerations.

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