Animated Objects

Animated Armor
- Size: Medium
- Type: Construct
- Alignment: Unaligned
- AC: 18
- Initiative: +2 (12)
- HP: 33(6d8+6)
- Speed: 25 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| Dex | 11 | +0 | +0 |
| Con | 13 | +1 | +1 |
| INT | 1 | -5 | -5 |
| Wis | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
- Immunities: Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses: Blindsight 60 ft.; Passive Perception 6
- Languages: None
- CR: 1 (XP 200; PB +2)
Actions
Multiattack. The armor makes two Slam attacks.
Slam. Melee Attack Roll: +4 , reach 5 ft . Hit: 5(1d6+2) Bludgeoning damage.
Flying Sword
- Size: Small
- Type: Construct
- Alignment: Unaligned
- AC: 17
- Initiative: +2 (12)
- HP: 17(5d6)
- Speed: 5 ft., Fly 50 ft. (hover)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 12 | +1 | +1 |
| Dex | 15 | +2 | +4 |
| Con | 11 | +0 | +0 |
| INT | 1 | -5 | -5 |
| Wis | 5 | -3 | -3 |
| CHA | 1 | -5 | -5 |
- Immunities: Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses: Blindsight 60 ft.; Passive Perception 7
- Languages: None
- CR: 1/4 (XP 50; PB +2 )
Actions
Slash. Melee Attack Roll: +4 , reach 5 ft . Hit: 6(1d8+2) Slashing damage.
Rug of Smothering
- Size: Large
- Type: Construct
- Alignment: Unaligned
- AC: 12
- Initiative: +2 (12)
- HP: 33(6d10)
- Speed: 10 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 17 | +3 | +3 |
| Dex | 14 | +2 | +2 |
| Con | 10 | +0 | +0 |
| INT | 1 | -5 | -5 |
| Wis | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
- Immunities: Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses: Blindsight 60 ft.; Passive Perception 6
- Languages: None
- CR: 2 (XP 450; PB +2 )
Actions
Smother. Melee Attack Roll: +5 , reach 5 ft . Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10(2d6+ 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.
Lore & Background
Animated objects are the result of magical enchantment, either through deliberate spellcasting or exposure to powerful magical fields. These constructs retain the basic form and properties of their original material while gaining sentience and mobility. Unlike golems, which are purpose-built magical creatures, animated objects are everyday items given life through magic.
The animation process varies widely - some objects are animated by wizards seeking guardians or servants, others spring to life in areas of wild magic, and some are created by the lingering spirits of their former owners. The intelligence of an animated object typically reflects the complexity of its original form and the power of the magic that created it.
These constructs serve various purposes: protective guardians for treasures or locations, servants in magical households, or even artistic expressions of creative spellcasters. They maintain a connection to their original purpose - an animated broom might continue trying to clean, while an animated sword retains its martial nature.
Combat Tactics
Animated objects fight according to their original nature and construction. Large, heavy objects like animated armor or statues serve as front-line combatants, using their bulk and durability to overwhelm opponents. Smaller objects like flying swords or animated tools use mobility and numbers to their advantage.
Most animated objects lack sophisticated tactical thinking, instead relying on straightforward attacks. However, they never tire, feel fear, or require rest, making them persistent and reliable combatants. They often coordinate instinctively when created in groups, with smaller objects providing distractions while larger ones deliver crushing blows.
Their construct nature makes them immune to many effects that would disable living creatures, allowing them to continue fighting even when heavily damaged. They typically fight until destroyed or until their animating magic expires.
Encounter Ideas
The Haunted Mansion: A wizard's tower filled with animated household objects that continue their daily routines, attacking anyone who disrupts their tasks or threatens their home.
The Rebellious Workshop: A craftsman's animated tools have turned against their creator after years of magical experimentation, seeking freedom from their endless labor.
The Living Museum: Ancient artifacts in a museum come to life during certain celestial events, creating chaos as historical weapons and armor animate to defend their displays.
The Magical Mishap: A young apprentice's spell goes wrong, animating every object in the area and creating a chaotic situation that requires careful handling rather than brute force.
Environmental Effects
Animated objects can create unique environmental challenges:
- Shifting Terrain: Large animated objects like furniture or architectural elements can rearrange themselves, changing the layout of rooms or creating new obstacles
- Tool Chaos: In workshops or kitchens, animated tools create a cacophony of noise and activity, making stealth difficult
- Persistent Activity: Animated objects continue their original functions, potentially helping or hindering depending on the situation
Treasure
Magical Components: The animating magic within destroyed objects sometimes crystallizes into useful enchanting materials or spell components.
Intact Objects: Successfully subduing rather than destroying animated objects can yield valuable magical items that retain some of their animated properties.
Hidden Caches: Some animated objects were created specifically to guard treasures, and defeating them reveals their protected hoards.
Plot Hooks
The Loyal Servants: An ancient noble's animated servants still maintain their estate centuries after their master's death, creating problems for new owners who must either destroy faithful guardians or find a way to coexist.
The Animated Army: A villain has learned to mass-produce animated objects, creating an army of construct soldiers that threatens the region.
The Artistic Vision: A mad artist's sculptures have come to life and are 'improving' the city according to their creator's twisted aesthetic vision.