Kryx RPGThemesMonsters

Helmed Horror

Medium construct
Challenge
4 (1,100 XP)

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

60
8d8+24
20
Soak
1
Fort
+3
Ref
+2
Will
+0
Defense note plate, shield
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage immunities force, necrotic, poison
Condition immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned

Speed 9 m., fly 9 m.
Senses blindsight 18 m. (blind beyond this radius), passive Perception 13
Skills Perception +3
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, and knows the following maneuvers:

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

2 stamina dice: swift strike

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

Actions

Multiattack. The helmed horror makes two attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 1.5 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 1.5 m. Hit: 7 (1d6 + 4) piercing damage.

mm