Greatarmor Knight (3.5e Monster)

''A series of suits of full plate line the wall, clearly sized for giants. They rattle as they come to life, stalking you with heavy plodding footsteps.''

Powerful animated suits of armor, they are often used as immortal and ever watching sentinels of kingdoms. Even long after the kingdoms collapse, the greatarmor knights stand in dutiful vigil over a task long unneeded. The design of greatarmor knights vary wildly, but they are always large suits of armor which are, ultimately, empty.

Greatarmor knights are proficient in all simple and martial weapons, and all shields (including tower shields). Their armored bodies (and their in-built gauntlets) may be enhanced with magical effects. There are three such examples of greatarmor knights with different layouts above. Greatarmor knights stand 9 ft tall and weigh 500 lbs. They do not speak.

Combat
Greatarmor knights have limited tactical programming, choosing the best option between a normal attack and one of their special attacks. They typically focus on either the nearest target, or the target causing the greatest threat, and continue to peruse without mercy. They only let off if ordered to protect an area, retreating once the invader has been ousted.

Crushing Blow : As a full-attack action, the greatarmor knight can make a single attack at their highest attack bonus. If the attack hits the creature must make a Fortitude save (DC 19) or fall prone. All creatures (besides the greatarmor knight) within a 5 ft radius on the ground must also make a saving throw or become staggered for 1 round from the shockwave. The saving throw is Strength based.

Sweeping Blow : As a full-attack action, the greatarmor knight can make a wide sweeping attack, hitting 5 contiguous squares they threaten with a single attack. On a critical hit, they may gain a free bull rush attempt against all struck targets, and they do not follow the creatures with the bull rush. This wide sweep leaves them vulnerable and they take a -2 penalty to AC for 1 round.

Stability : Greatarmor knights have stability as a dwarf.

Variant Knights
Not all greatarmor knights are created equal. You can apply the following simple templates to alter the nature of the opponent.

Ancient (CR -1): The greatarmor knight is ancient and rusty, and the armor itself is failing. This variant lacks the DR 5/bludgeoning, and has a -1 penalty to its armor bonus.

Calcified (CR +2): The greatarmor knight has existed so long it has been petrified, and is now made of stone. It's stony nature easily spreads to others as well. Each attack that hits at least the creature's touch AC (regardless if the attack does damage or not) deals 1 point of Dex damage. At 0 Dex, the creature is turned to stone as per flesh to stone.

The greatarmor knight is considered made of stone for the purposes of interacting with spells and effects which affect stone.

Frozen (CR +1): The greatarmor knight gains the [Cold] subtype, with immunity to cold and vulnerability to fire. It deals an extra +1d6 cold damage on all of its attacks, and 1d6 points of cold damage against any creatures striking at it with natural weapons or unarmed strikes.

Infested (CR +1): The greatarmor knight has absorbed a deadly toxin through its body. Each hit also provokes a Fortitude save against poison. The DC is 14 + 1/2 HD + Con, with a +4 racial bonus (already added). 1d6 Con/1d6 Con, save negates.

Molten (CR +1): The greatarmor knight gains the [Fire] subtype, with immunity to fire and vulnerability to cold. It deals an extra +1d6 fire damage on all of its attacks, and 1d6 points of fire damage against any creatures striking at it with natural weapons or unarmed strikes.

Runic (CR +2): The greatarmor knight gains SR equal to 12 + it's HD, and it deals an extra +1d6 untyped magic damage on all of its attacks. Spells which are stopped by its SR heal the greatarmor equal to the caster level of the effect.

Spiky (CR +1): The greatarmor knight is covered in gnarly thorns and spikes. It gains large masterwork armor spikes. All of its attacks deal 3 points of bleedout damage, and 3 points of bleedout damage against any creatures striking at it with natural weapons or unarmed strikes.