The suits of armour you see in museums or castles, a standard thing to put on display in creepy old fortresses and homes of the wealthy in a D&D campaign. Its a standard trope in a certain sort of fiction that they act as guards, but thats not reflected in D&D. Hence armour golems. Each is slower but tougher and harder to hit than the last.
Golem, Armour*
by Cab Davidson
Stat Leather Scale Chain AC: 7 6 5 HD: 4* 5* 6* Move: 180’(60’) 150’(50’) 120’(40’) Attacks: 1 weapon 1 weapon 1 weapon Damage: By weapon By weapon By weapon No. Appearing: 1(1) 1(1) 1(1) Save As: F2 F3 F3 Morale: 12 12 12 Treasure Type: Nil Nil Nil Intelligence: 4 4 4 Alignment: Neutral Neutral Neutral XP Value: 100 250 450 Stat Banded Plate Suit AC: 4 3 1 HD: 7* 8* 10* Move: 90’(30) 60’(20’) 30’(10’) Attacks: 1 weapon 1 weapon 1 weapon Damage: By weapon By weapon By weapon Save As: F4 F4 F5 Morale: 12 12 12 Treasure Type: Nil Nil Nil Intelligence: 4 4 4 Alignment: Neutral Neutral Neutral XP Value: 850 1200 1750 Armour golems are favoured as decorative guards or sentries, used in castles, palaces and homes of renown as tireless watchers, able to remain on post and guard a location such as a door, corridor or room for years on end without tiring, questioning or needing sustenance or relief. They are typically highly decorated, taking the form of ritual or high status armour, blending seamlessly into the typically ostentatious decorations favoured by the wealthy.
Armour golems are primarily sentries, and their capacity to observe danger and react is second to none. They cannot be surprised, and while many are quite slow in movement their finely tuned combat instincts give them +2 to individual initaitive. They fight with weapons, often swords, spears, pole weapons or flails, and wealthy owners often use them to both display and to protect magical weapons, and such is their skill that they fight with skilled weapon mastery with all melee weapons. They may also use shields if they have a free hand, gaining the standard bonus of -1 to AC.
As golems they are immune to sleep, charm and hold spells, all forms of magical cold and all mind affecting magics, and can only be struck with magical weapons. Leather and scale mail golems take half damage from all blunt weapons, while banded mail, plate mail and suit armour golems are immune to all missile weapons.