To hide the fact that they are living suits of armor as opposed to a warrior wearing a suit of armor, armors will use cloaks, scarves, or bandages to cover the gaps between their plating. Some are fortunate enough to have been created with arcane lights that are fixed in the space inside their helmets. These projections are meant to resemble eyes, and shift and move according to what expression the armor is making. Though they serve no function other than making it look like they have eyes, these lights are often enough to keep the average joe from getting too suspicious.

The animated armor can however regain any missing health by being repaired for 2 hours which may be performed during a short rest. This repair must be done by someone with Smith Tools who must pass a DC 10 check on the tools.

Consumption of any food, drink, or potions is impossible making them unable to gain any benefits from the consumption of food or drink. The lack of any kind of flesh or muscle makes any healing spell that effects the Animated Armor only heal for half of what it normally would. In addition the gaps in an Animated Armor's serve as points where any attack is unable to deal any damage.

Though they may not have any sensory organs whatsoever, magic ensures that they can perceive what is around them. They can see, hear, smell, and touch. Their armor acts as their skin, and any damage inflicted upon their plating is taken as damage to what would be their physical form. Should they sustain enough damage, the spell holding their parts together will dissipate, leaving them to fall apart completely.

Deep in the ancient dungeons and crypts of the world lie abandoned relics, and weapons. One type of artifact is a construct known as an Animated Armor. These magical constructs are pieces of metallic armor brought to life by foul and arcane means. Often created with a task or goal they diligently follow these orders to the best of their respective abilities until they no longer can.

Dedicated Workers

Animated Armors are created with a specific task or goal in mind which they will pursue without end often past the intended length of the task or life time of their creators gathering dust guarding ancient treasure troves and dungeons. These tasks are usually of a simple nature though an Animated Armor could be assigned a more complex task. If left without a task an Animated Armor may pursue its own goals or ambitions. Occasionally an extremely powerful magic besides the Animated Armors creator can assign the Armor a new task or even cause it to stop pursuing its current task.

Buyer Beware

Some unlucky souls may try to an Animated Armor while it's unconscious, restrained, or purposefully holding still. Once a creature is wearing the armor their physical movements can be overridden by the armor. Escaping is possible but extremely difficult.

Magically Imbued

Magic flows through the armor giving it life, leaving it unable to use spells, and with a slower regeneration rate. The constitution score represents the strength of this magical embedment and the strength of the armor. Armors view tasks assigned by their creators as important and willingly seek them out to the best of their abilities. If left without a task they pursue whatever they wish. Occasionally other powerful magic users can take control with use of their magical abilites allowing them to assigng it new tasks.

Animated Armor Traits

Ability Score Increase. Your Constitution score increases by 2

Age. Animated Armors have no set life expectancy but must choose the Animated Armor background.

Alignment. You have no inherit drift to any alignment.

Size. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Living Construct. You are immune to disease. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You count as a construct instead of a humanoid.

Like a rock. You sink in water 40ft each start of your turn.

Magical Ineptitude. You are unable to cast any kind of spell.

Empty on the Inside. You can't consume food or drink.

Metallic Nature. You can regain full health after 2 hours of repair from someone with smith tools and Mending heals you for d5 + spell casting modifier. When in death saving throws you can be stabilized by smithing tools or instantly stabilized at 1 HP by Mending but are unable to be stabilized by Medicine.

Magical Sight. You can see normally in Darkness, both magical and nonmagical, to a distance of 60 feet.

False Appearance. While you remain motionless, you are indistinguishable from a normal suit of armor.

Armored Defense. Your AC = 14 + Your Constitution OR Dexterity modifier. You are constantly wearing heavy armor.

Buyer Beware. You can control movement of the limbs and fingers against the will of any creature who wears you. They can escape on a DC 10 + your Constitution Modifier Strength or Dexterity save which they can make once per turn. Upon a strength escape you take 3d10 bludgeoning damage.

Mage got your Tongue. You are unable to speak and must communicate through writing or gestures. Writing costs an action in combat and allows you to write 5 words assuming you already have paper and utensils in your free hands.

Languages. You know common and 1 other language of your choice.



Animated Armor

You were created by a powerful mage long ago and now roam the world pursuing a goal of your own volition (This is malleable, defer to your DM). Choose one Language and gain profency in Athletics and Intimidation.

Credits

Made by Jurek (and friends) with the Homebrewery

Picture 1: Magic the Gathering Haunted Guardian by Daniel Ljunggren

Picture 2: Strahd's animated armor by Mark Behm

Picutre 3: Dungeons and Dragons 5th Edition Animated Armor by Autumn Rain Turkel

Original idea and flavor text from anymomous contributer to D&D wiki