Animated Object, Magnetized Armor

Medium construct, unaligned

Armor Class 18 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 20 ft., fly 10 ft. (hover)

13 (+1) 11 (+0) 14 (+2) 1 (-5) 3 (-4) 1 (-5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 6
Challenge 1 (200 XP)
Proficiency Bonus +3


  • Magically Enhanced. If the armor used to create magnetized armor was magical, it benefits from that armor’s effects as though it were attuned to it.
  • Tempered Metal. When the magnetized armor would take less than 5 damage (after applying vulnerabilities and resistances), it instead takes 1 damage.
  • Magnetic Body. When the armor is hit by a melee weapon attack using a metal weapon, the attacker must make a DC 11 Strength saving throw or drop their weapon. The weapon then attaches to the magnetized armor, and can be removed with a DC 15 Athletics check, or when the armor is reduced to 0 hit points. The armor may make a melee attack using this weapon in place of its slam attack.


  • Multiattack. The armor makes two melee attacks.
  • Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4(1d6+1) bludgeoning damage.


  • Guarding Move. When a creature within 5 feet of the magnetized armor is targeted by an attack, the magnetized armor can push that creature 5 feet away and move into its space, becoming the new target of the attack.
Section 15: Copyright Notice

Iron Knight Martial Path Copyright 2017, TBM Games, LLC; author Christopher Knapp

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