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JNAProductions
2018-05-30, 01:52 AM
Intelligent Armor-Studded Leather
Medium Construct, Any Alignment

Armor Class 17 (+1 Studded Leather)
Hit Points 52 (8d8+16)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
18 (+4)
14 (+2)
12 (+1)
12 (+1)
12 (+1)



Skill Deception +5
Senses Blindsight 60', Host's senses, Passive Perception 11
Languages Common, five others
Challenge 3


Form Bringer This magical armor brings the form of its original wearer to its host. Over the course of a week, the host slowly takes on the form of whatever momentous wearer of the armor granted it its intelligence. It begins with minor physical alterations, moving on to mannerisms, until eventually the host is gone and replaced with the original.

Symbiote Once the host has become the original, the armor and the host are one. Separating the armor from the body will kill it, as its life force is inextricably bound to the armor now.

Magical Attacks All attacks made by this creature are treated as magic for the purpose of overcoming resistance and immunity.

Anti-Magic Vulnerability While in an Anti-Magic field, this armor is entirely inert. If targeted by Dispel Magic, it must make a Constitution save against the caster's spell DC or be stunned for 1d4 rounds, with a new save at the end of each of its turns to remove the effect.

Actions


Slam Melee Weapon Attack: +3 to-hit, reach 5', one target. Hit: 4 (1d6+1) bludgeoning damage.

Spectral Bow Ranged Weapon Attack: +6 to-hit, range 80'/320', one target. Hit: 9 (1d10+4) force damage.

Extra Attack The Studded Leather makes two attacks with its slam or spectral bow, or other attack actions.

DCR starts at 1/2 for HP, bumps up to 2 for AC.

OCR is 2, bumped up to 3 for attack bonus.

3+2=5, 5/2=2.5, rounding up because I feel like it.

CR 3.

Intelligent Armor-Half Plate
Medium Construct, Any Alignment

Armor Class 20 (+1 Half Plate, Spectral Shield)
Hit Points 90 (12d8+36)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
14 (+2)
16 (+3)
12 (+1)
12 (+1)
12 (+1)



Skill Deception +7
Senses Blindsight 60', Host's senses, Passive Perception 11
Languages Common, five others
Challenge 5


Form Bringer This magical armor brings the form of its original wearer to its host. Over the course of a week, the host slowly takes on the form of whatever momentous wearer of the armor granted it its intelligence. It begins with minor physical alterations, moving on to mannerisms, until eventually the host is gone and replaced with the original.

Symbiote Once the host has become the original, the armor and the host are one. Separating the armor from the body will kill it, as its life force is inextricably bound to the armor now.

Magical Attacks All attacks made by this creature are treated as magic for the purpose of overcoming resistance and immunity.

Anti-Magic Vulnerability While in an Anti-Magic field, this armor is entirely inert. If targeted by Dispel Magic, it must make a Constitution save against the caster's spell DC or be stunned for 1d4 rounds, with a new save at the end of each of its turns to remove the effect.

Actions


Slam Melee Weapon Attack: +6 to-hit, reach 5', one target. Hit: 6 (1d6+3) bludgeoning damage.

Spectral Longsword Melee Weapon Attack: +6 to-hit, reach 5', one target. Hit: 7 (1d8+3) force damage.

Spectral Shield Bash Melee Weapon Attack: +6 to-hit, reach 5', one target. Hit: 5 (1d4+3) force damage, and the target must make a DC 14 Strength save or be knocked prone.

Extra Attack II The Half Plate makes three attacks with its slam, spectral shield bash or spectral longsword, or other attack actions.

DCR starts at 2 for HP, bumps up to 5 for AC.

OCR is 3, bumped up to 4 for attack bonus.

5+4=9, 9/2=4.5, rounding up because I feel like it.

CR 5.

Intelligent Armor-Full Plate
Medium Construct, Any Alignment

Armor Class 19 (+1 Full Plate)
Hit Points 136 (16d8+64)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
8 (-1)
18 (+4)
12 (+1)
12 (+1)
12 (+1)



Skill Deception +7
Senses Blindsight 60', Host's senses, Passive Perception 11
Languages Common, five others
Challenge 7


Form Bringer This magical armor brings the form of its original wearer to its host. Over the course of a week, the host slowly takes on the form of whatever momentous wearer of the armor granted it its intelligence. It begins with minor physical alterations, moving on to mannerisms, until eventually the host is gone and replaced with the original.

Symbiote Once the host has become the original, the armor and the host are one. Separating the armor from the body will kill it, as its life force is inextricably bound to the armor now.

Magical Attacks All attacks made by this creature are treated as magic for the purpose of overcoming resistance and immunity.

Anti-Magic Vulnerability While in an Anti-Magic field, this armor is entirely inert. If targeted by Dispel Magic, it must make a Constitution save against the caster's spell DC or be stunned for 1d4 rounds, with a new save at the end of each of its turns to remove the effect.

Actions


Slam Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 8 (1d6+5) bludgeoning damage.

Spectral Greatsword Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 12 (2d6+5) force damage.

Sweep Attack Melee Weapon Attack: DC 16 Dexterity save to avoid, targets three squares adjacent both to each other and the Intelligent Armor. Failed Save: 8 (1d6+5) force damage.

Extra Attack II The Full Plate makes three attacks with its slam, sweep attack, or spectral greatsword, or other attack actions.

DCR starts at 5 for HP, bumps up to 7 for AC.

OCR is 6, bumped up to 7 for attack bonus.

Both are 7.

CR 7.

Intelligent Armor-Dragon Scale
Medium Construct, Any Alignment

Armor Class 17 (Dragon Scale)
Hit Points 170 (20d8+80)
Speed 30', Fly 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
15 (+2)
18 (+4)
12 (+1)
12 (+1)
16 (+3)



Skill Deception +11
Damage Resistance Fire, Cold, Acid, Lightning, or Poison
Senses Blindsight 60', Host's senses, Passive Perception 11
Languages Common, Draconic, five others
Challenge 9


Form Bringer This magical armor brings the form of its original wearer to its host. Over the course of a week, the host slowly takes on the form of whatever momentous wearer of the armor granted it its intelligence. It begins with minor physical alterations, moving on to mannerisms, until eventually the host is gone and replaced with the original.

Symbiote Once the host has become the original, the armor and the host are one. Separating the armor from the body will kill it, as its life force is inextricably bound to the armor now.

Magical Attacks All attacks made by this creature are treated as magic for the purpose of overcoming resistance and immunity.

Anti-Magic Vulnerability While in an Anti-Magic field, this armor is entirely inert. If targeted by Dispel Magic, it must make a Constitution save against the caster's spell DC or be stunned for 1d4 rounds, with a new save at the end of each of its turns to remove the effect.

Color The Dragon Scale armor varies in properties. Its breath attack, extra elemental damage with the claws, and resistance always match-simply pick one element to use.

Actions


Claws Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 8 (1d8+4) slashing damage plus 7 (2d6) damage of the appropriate element.

Breath Attack (Recharge 6): All targets in a 30' cone in front of the armor must make a DC 16 Dexterity save or take 27 (6d8) damage of the appropriate element, half on a successful save.

Extra Attack III The Dragon Scale makes four attacks with its claws or other attack actions. It may replace any one claw attack with a Breath Attack, if it is available to use.

Bonus Action


Terrify The Dragon Scale selects a single target within 60'. If it fails a DC 15 Wisdom saving throw, it is frightened of the Dragon Scale for one minute, or until it makes a save, which may be taken again at the end of each of their turns. Once a save is made, they are immune to this effect until they take a rest.

DCR is 7, up to 8 for AC.

OCR is 9, but Imma up that to 10 for Breath Attack and attack bonus.

10+8=18, 18/2=9.

CR 9.

Intelligent Armors are suits of protection given life by momentous occasions. Some are magical beforehand, others are not, but they all gain magic and sentience. They are able to form spectral replicas of the weapons their famous bearers wielded in life, striking with much the same force they did before. Those who don the armor and open themselves to its magic find themselves greatly enhanced, able to summon the weaponry and feeling nigh-invincible. But, over time, they become more and more like the original wearer of the armor, until their soul is fully overtaken by that of the old guard.

Intelligent Armors that were worn by heroes will usually warn people who try to use their power. It is out of their control-the very force that keeps them alive consumes the person that wears them. Those worn by eviler bearers, or even simply mercenary ones, will usually "forget" to warn those who try them on, instead merely letting them know what power awaits them.

It is possible to resist the consumption, though. Spells such as Protection From Evil And Good can hedge control out temporarily, and rumours exist of more permanent solutions that will allow one to wear the armor without being consumed. Some even believe simple strength of will is sufficient, though all who tried have ultimately failed.