Demise Armor (5e Creature)

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Demise Armor[edit]

Large undead, unaligned


Armor Class 19 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Int +5, Wis +6, Cha +7
Skills Insight +6, Perception +6
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses Darkvision 60 ft., Blindsight 30 ft., passive Perception 16
Languages Common plus the main language of its master
Challenge 10 (5,900 XP)


Turn Immunity. The Demise Armor is immune to spells and effects that turn undead.

Magic Resistance. The Demise Armor has advantage on saving throws against spells and other magical effects.

Shadow Stealth. While in dim light or darkness, the Demise Armor can take the Hide Action as a bonus action.

ACTIONS

Multiattack. The Demise Armor makes two claw attacks.

Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the Demise Armor can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14)


A Demise Armor is a powerful sentient bone armor created by the spell Create Demise Armor and linked to a powerful necromancer. Since it may be created using the skeleton of a bigger creature, its size and HP may change.

It will do its best to ensure its master safety, either fighting separately or protecting them with its own body.

The armor's master may put it on and use it as an armor, as described next: Entering and leaving the armor works as riding a normal mount. While on it, you count as a singular unit and act on your initiative:

  • Use its movement speed.
  • You can choose between your own actions and reactions or the armor's. You can't cast 8th and 9th level spells.
  • You can use Shadow Stealth.
  • Your AC is equal to the armor's or yours, whichever is higher.
  • You share all your senses, resistances and inmunities.
  • Damage from all sources hits the armor instead of you. If you recieve damage, substract it from the armor's HP. If its HP fall to 0, it's destroyed, you leave it and any excess damage carries to you. As long as the excess damage doesn't reduce your HP to 0, you aren't knocked unconscious.

You can also use spell slots in the armor for further utilities, described in the spell page (Create Demise Armor)



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