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Animated Armor 5e: Stats, Ambush Tactics and the 2024 Rewrite
Animated armor is a CR 1 Medium construct: an empty suit of plate with AC 18, 33 hit points and two +4 Slam attacks that deal 5 bludgeoning damage each. It hits softly and is hard to hurt, so it works as a wall, not a killer. The 2014 version has two traits that shape every encounter with it: False Appearance, which makes a motionless suit indistinguishable from ordinary armor, and Antimagic Susceptibility, which lets a single Dispel Magic knock it out for a minute. The 2024 rules (SRD 5.2.1) delete both traits and leave the same numbers, so a 2024 suit is a plainer fight and much harder to switch off.
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 1 (XP 200; PB +2)
Traits
Antimagic Susceptibility.The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance.While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
Multiattack.The armor makes two melee attacks.
Slam.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Read the stat block as three facts. AC 18 is plate armor on a body that never tires, so a level 1 character with +5 to hit lands only 40% of swings. Blindsight 60 feet with no normal vision means darkness, fog and invisibility do nothing against it inside that range; it doesn't need light to find you, and it can't be blinded. Intelligence 1, Wisdom 3, Charisma 1 make it a mindless guard: it doesn't negotiate, doesn't flee and doesn't get clever.
The two traits are what make it more than a walking AC check:
•False Appearance. While it stays still, it is indistinguishable from a normal suit of armor. No Perception roll finds it. The party only learns the truth when it moves.
•Antimagic Susceptibility. Inside an Antimagic Field it is incapacitated. If it is targeted by Dispel Magic, it must make a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Animated Armor in the 2024 Rules
SRD 5.2.1 keeps the animated armor under "Animated Objects" with the same AC, hit points, speed, ability scores and attacks. What changed is everything around the numbers.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Animated Armor
2024 Animated Armor
CR (XP)
1 (200)
1 (200)
AC / HP
18 / 33 (6d8 + 6)
18 / 33 (6d8 + 6)
Attacks
Two Slams, +4, 5 (1d6 + 2) each
Two Slams, +4, 5 (1d6 + 2) each
Initiative
+0 (Dex 11)
+2 (12)
Senses
Blindsight 60 ft. (blind beyond)
Blindsight 60 ft.
Condition immunities
8, including Blinded
7, Blinded removed
False Appearance
Yes
No
Antimagic Susceptibility
Yes
No
What that means at the table:
•No built-in ambush. In 2024 a still suit of armor is just a creature standing still. If you want the "the armor moves!" moment, run it as a normal hidden or disguised creature and let the players roll to notice something off (a dent that wasn't there, dust disturbed around the boots). Under the 2024 surprise rule, a party caught unaware rolls Initiative with Disadvantage, which is a smaller punishment than the 2014 lost first turn.
•No off switch. Dispel Magic ends spells on a target. The 2024 stat block has no trait that reacts to Dispel Magic or to Antimagic Field, and its Slams are ordinary attacks, so neither spell stops it as written.
•It starts sooner. The 2024 block lists Initiative +2 even though its Dexterity is 11, so it tends to act before the slower half of the party.
If your group plays 2014 rules, keep both traits; they are the reason the monster exists. If you run the 2024 block and miss the drama, giving it False Appearance back is a reasonable house rule that doesn't change its CR.
How Animated Armor Fights
Animated armor has one plan: walk up to the nearest threat and hit it twice. Its damage is low enough that you can run it without worrying about killing anyone by accident, which makes it good at teaching new players what a high AC feels like. Its value is in where you put it.
Damage per round. Two Slams at +4 against a front-liner with AC 16 hit on a 12 or better, 45% each. That's 2 × 5 × 0.45 = 4.5 damage a round. Against a wizard with Mage Armor and Dex +2 (AC 15) it climbs to 5, and against an unarmored AC 12 caster to about 6.5. Even the bad case is less than one level 1 character's hit points per round.
Toughness. Each round it soaks attention. A party of four level 1 characters averaging +5 to hit and 7 damage per hit deals about 4 × 0.40 × 7 = 11 damage a round to it, so it lasts about three rounds. At level 3, with more spells and better bonuses, expect two rounds.
Blindsight changes the room. It fights equally well in pitch darkness, inside a Darkness spell and against an invisible rogue. If your party relies on darkness tricks, a suit of armor standing in an unlit vault is a nasty surprise. Its blindsight only reaches 60 feet, though, and in 2014 it is blind beyond that. An archer at 70 feet in the dark is something it can't perceive at all.
Speed 25. It is slower than most characters. It can't chase a fleeing party, and it can't catch a monk or a horse. Use that: put armor where the party has to go, not where it has to pursue them. A doorway, a narrow stair or the only bridge out are its natural posts.
Pair it with something that does damage. Armor holds a line; something else should punish the party for standing next to it. Good pairings:
•A spellcaster behind it, like a cult fanatic or an apprentice mage at higher levels.
•Flying swords that harass casters while the armor blocks the corridor.
•A rug of smothering on the floor of the same room, so the party has two "furniture that moves" problems at once.
It never retreats. No morale, no self-preservation. That is a feature: a suit of armor guarding a door is still guarding the door at 1 hit point.
Running an Animated Armor Encounter
One suit of armor is 200 XP. The 2024 SRD budgets per character (level 1: 50 Low, 75 Moderate, 100 High; level 2: 100, 150, 200; level 3: 150, 225, 400) give these options for four characters:
Party (4 characters)
Low
Moderate
High
Level 1 (200 / 300 / 400 XP)
1 armor
1 armor + 2 flying swords
2 armors
Level 2 (400 / 600 / 800 XP)
2 armors
3 armors
4 armors
Level 3 (600 / 900 / 1,600 XP)
3 armors
4 armors + 1 flying sword
1 rug of smothering (450) + 5 armors
The 2014 Dungeon Master's Guide guidelines (used by our encounter calculator) are harsher on groups. One armor against four level 1 characters is a Medium fight (200 XP against a 200 XP Medium threshold). Two armors count as 600 XP after the ×1.5 group multiplier, which passes the 400 XP Deadly threshold. In practice two armors rarely kill a level 1 party, because 4.5 damage a round each is slow. The danger is a long grind that drains spell slots and hit dice, not a sudden wipe.
Practical guidance:
•Level 1-2: one or two suits as a guard post or puzzle obstacle. Make the fight about getting past them.
•Level 3-4: two or three suits plus a damage dealer. Alone they become a speed bump.
•Level 5+: use armor as set dressing for a bigger encounter (a hall of suits around a boss) or as a puzzle. A single fireball deals 8d6 (average 28), which leaves a suit that fails its save with about 5 hit points.
How Players Beat Animated Armor
Hitting AC 18 is the slow way. These work better:
•Target saving throws, not AC. Its Dexterity save is +0 and its Constitution +1, so a DC 13 spell lands far more often than a +5 attack does. Sacred Flame (a Dexterity save) and area spells skip the armor plate entirely.
•Shatter.Shatter gives it Disadvantage on the save in both editions (2014: creatures of inorganic material like metal; 2024: Constructs). Against DC 13, the armor saves on a 12+ normally, but with Disadvantage it saves only about 20% of the time. Shatter averages 13.5 damage on a failure, so each cast takes about a third of a suit's hit points, and two suits standing together both take it.
•Bane works.Bane calls for a Charisma save, and its Charisma is 1 (−5). Against DC 13 it fails 85% of the time. A baned suit hits AC 16 about 32% of the time instead of 45%.
•Dispel Magic, 2014 only. A level 5 caster with a DC 14 forces a Constitution save the armor fails 60% of the time. A failed save leaves it unconscious for 1 minute: it drops prone, every attack against it has Advantage, and any hit from within 5 feet is a critical hit. In the 2024 rules this does nothing.
•Leave. It moves 25 feet. A party with 30-foot speeds can walk away, close a door and spike it. Most suits are guards bound to a place, not hunters.
What doesn't work:
•Psychic and poison damage. It's immune to both. Vicious Mockery and poisoned weapons are wasted.
•Charm and fear. It's immune to Charmed and Frightened, so charm and fear spells fail outright.
•2014 Command. The 2014 Command has no effect on a creature that doesn't understand your language, and the armor understands none. The 2024 Command dropped that clause, and with Wisdom 3 (−4) the armor fails a DC 13 save 80% of the time. A Halt costs it its whole turn.
•Darkness and invisibility within 60 feet. Blindsight sees through both.
•Hold Person. It's a Construct, not a Humanoid, and it is immune to Paralyzed anyway.
Animated Armor Encounter Ideas
The estate auction. A merchant bought a dented suit of plate at a dead knight's estate sale. Every night it walks down to the shop's cellar and stands facing the north wall until dawn. It isn't hostile until someone blocks its path. Its last instruction was to guard the knight's strongbox, and the strongbox is bricked up behind that cellar wall. Breaking through means fighting the armor, which now has something to protect.
The rule of the courtyard. A ruined keep has four suits of armor along the walls of its courtyard. They only move against creatures that step onto the flagstones while carrying a drawn weapon. Players who notice the pattern (a goblin skeleton still holding its sword in the middle of the yard is a good clue) can cross peacefully. Players who don't, fight four suits at once on open ground.
The empty hall of champions. Twelve suits line a tournament hall. Two are animated. In 2014 rules False Appearance means no check finds them, so the tension comes from the players' choices: do they poke every suit, or walk past? In 2024 rules, let a DC 13 Wisdom (Perception) check spot fresh scuffs on the floor in front of the two real ones. Either way, the animated suits attack whoever lifts the champion's trophy off its stand.
Frequently Asked Questions
What CR is animated armor in 5e?
Animated armor is CR 1 and worth 200 XP in both the 2014 and 2024 rules. It has AC 18, 33 hit points and two Slam attacks at +4 for 5 bludgeoning damage each.
Does Dispel Magic work on animated armor?
In the 2014 rules, yes: Antimagic Susceptibility makes it save against the caster's spell save DC or fall unconscious for 1 minute. The 2024 stat block has no Antimagic Susceptibility, so Dispel Magic has no listed effect on it.
Does animated armor have False Appearance in the 2024 rules?
No. The 2024 animated armor (SRD 5.2.1) has no traits at all. Only the 2014 version is indistinguishable from normal armor while it stays still.
Can animated armor see invisible creatures?
It perceives everything within 60 feet with blindsight, which works on invisible creatures and in total darkness. In the 2014 rules it is blind beyond 60 feet.
Is animated armor immune to Shatter?
No, Shatter is one of the best spells against it. Animated armor has Disadvantage on the Constitution save in both editions (as a metal creature in 2014 and as a Construct in 2024), and it doesn't resist thunder damage.
How do I make animated armor harder?
Add a damage dealer behind it, put it in a chokepoint, or use several suits in a narrow corridor so only one character can reach them at a time. Low damage is its weakness; positioning fixes that better than more suits do. If you need a stronger custom guardian, our stat block generator can build one, and Loreify can record the session so you remember which suits the party already smashed.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.