Haunted Armor

Medium construct, unaligned

Armor Class 18 (natural armor)
Hit Points 66 (12d8 + 12)
Speed fly 35 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+1) 12 (+1) 11 (+0) 8 (-1)

Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Challenge 4 (1100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Deadly Surprise. If the haunted armor hits a creature that is surprised, the creature suffers an additional 11 (2d10) necrotic damage and has their hit point maximum reduced by that much until the end of a long rest.
  • False Appearance. While the haunted armor remains motionless, it is indistinguishable from a normal suit of armor.
  • Grim Sympathy. When a haunted armor is reduced to 0 hit points by a creature within 30 feet of it, the creature who killed it suffers damage equal to half the damage (rounded down) they dealt to the haunted armor.
  • Unliving Construct. This haunted armor doesn’t require air, food, or drink.

ACTIONS

  • Multiattack. The haunted armor makes two Slam attacks.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
  • Vision of Doom (1/Day). The haunted armor gives a creature within 30 feet a glimpse of its grisly demise. The creature must make a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the haunted armor’s next turn. In addition, attacks against that creature have advantage until the haunted armor’s next turn.

REACTIONS

  • Drain Essence. When the haunted armor hits a creature with its Slam attack, it can use its reaction to deal an additional 5 (1d10) necrotic damage and reduce the creature’s maximum hit points by the damage dealt. The creature regains these hit points following a long rest.

ABOUT

Ghost hunters face countless threats. While the incorporeal Undead are typically the primary concern, other threats to consider include haunted Constructs, supernatural Oozes, and even rival ghost hunters. This chapter provides a bestiary with stat blocks that is ideal for a ghost hunting campaign.

When a warrior falls in battle, especially if they perish in cursed lands or against evil forces, their spirit can become overwhelmed by fury and despair, becoming bound to the armor they died in. Unfortunately, heroes who battle against Fiends or powerful Undead may end up having their souls trapped, empowering their former enemies by becoming their eternal servants.

Even the most noble of spirit can become bitter and hateful over the years, trapped within the confines of their armor as fury slowly takes hold of them. The only way to free these cursed spirits is to destroy the armor that binds them or defeat the entity that cursed them.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete license attribution - see the full license for this page