b'Possessed Armor \n'b'  Medium   construct ,  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  172 (23d8 + 69)  Speed  35 ft.\n'b' STATS STR: 20 (+5) DEX:  11 (+0)  CON:  17 (+3)  INT:  14 (+2)  WIS:  13 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Cha  +6  Damage Vulnerabilities  radiant \n'b' Damage Resistances acid, fire, necrotic  Damage Immunities  cold, lightning, poison  Condition Immunities   blinded , deafened,  exhaustion ,  paralyzed ,  petrified ,  poisoned   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  10  Languages  understands Abyssal, but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Possession . The possessed armor can be donned like an ordinary suit of armor, functioning as a suit of +1 plate armor. While worn by a creature, the armor can\xe2\x80\x99t take  actions  and perceives through the senses of its wearer, in addition to its own  blindsight . Resistances and immunities only apply to the armor itself, not the wearer. If a creature dons or partially dons the armor, the creature must make a DC 19  Charisma  saving throw. The creature is unaware that it is resisting possession. On a failed saving throw, the creature is possessed by the armor until targeted by a  dispel evil and good  spell, or similar magic. If the creature succeeds on the saving throw, it must make another saving throw each hour until it doffs the armor. While possessed, the creature is completely under the armor\xc2\x91s control. \n'b'  Aura of Evil Arcane . The armor, and any creature wearing it, can be detected by a  detect evil and good  spell, or similar magic, as though it were a  fiend . It can also be detected by a  detect magic  spell,  seeming  to be a suit of +1 plate armor. \n'b'  False Appearance . While the armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b'  Fiendish Dismissal . If the armor is targeted by a  dispel evil and good  spell, or similar effect, it must save as though it were a  demon . If it fails its saving throw against the dismissal effect, the possessing  demon  is sent to its home plane for 1 hour, and the armor becomes a mundane suit of plate armor for that duration. If the armor is destroyed while the  demon  is banished, the  demon  is permanently banished. \n'b'  Shadow Strikes . Melee weapon attacks made by the armor, or a creature wearing it, deal an extra 7 (2d6) psychic damage (already included in the armor\xe2\x80\x99s attacks). \n'b'  Actions \n'b'   Multiattack . The armor makes three attacks, two with its halberd and one with its slam. \n'b'  Halberd .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) bludgeoning damage, plus 7 (2d6) psychic damage. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) bludgeoning damage, plus 7 (2d6) psychic damage.'