"Vault Armor; Medium construct; unaligned; 15; natural armor; 22; 4d8 + 4; 30 ft.; 14; 11; 12; 1; 3; 1; ; ; ; poison, psychic; blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned; blindsight 60ft. (blind beyond this radius), passive perception 6; ; 1/2; 100; ; Slam.
Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.; ; 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."
"Nera Kine (ghoul); Medium undead; chaotic evil; 13; ; 18; 4d8; 30 ft.; 12; 16; 11; 5; 11; 5; Wis +2; ; ; charmed, exhaustion, poisoned; ; darkvision 60 ft., passive Perception 10; understands common but can't speak; 1; 200; ; 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.
; ; Kine Family. Nera cannot be attacked by any of the animated objects that occupy Reslin's vault."