Kryx RPGThemesCreatures
Helmed Horror

Helmed Horror

Medium construct
Challenge
4

STR
4
DEX
1
CON
3
INT
0
WIS
0
CHA
0

60
8d8+24
21
Soak
1
Fort
+4
Ref
+3
Will
+1
Defense note plate, shield
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t adamantine
Damage immunities force, necrotic, poison
Condition immunities blinded, charmed, deafened, diseased, frightened, paralyzed, petrified, poisoned, stunned

Speed 5 m., fly 5 m.
Skills Insight +0 (11), Perception +2 (13)
Senses blindsight 10 m. (blind beyond this radius)
Languages understands the languages of its creator but can’t speak

Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.

Maneuvers. The helmed horror uses maneuvers (maneuver save DC 14). It has 11 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, parry, slice through, spring attack, trip, whirling blade

Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions (2)

Longsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage.

mm

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.