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.
Slam.
Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Kine Family. Nera cannot be attacked by any of the animated objects that occupy Reslin's vault.
Bite
Melee Weapon Attack. +3 to hit, reach 5 ft., one target.
Hit: 4(1d6 + 1) piercing damage.
Claw
Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5(1d4 + 3) slashing damage.
If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful roll.
Cry (1/day)
Nera releases a mournful cry. The cry has no effect on constructs or undead. All other creatures within 30 feet of her that can hear her must make a DC 11 Constitution saving throw. On a failed save the creature becomes frightened for 1 round.
Echolocation: The swarm can't use its blindsight while deafened.
Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Bites
Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.