Medium construct, neutral
Armor Class 20 (plate, shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 16 (+3) | 10 (+0) | 10 (+0) | 10 (+0) |
Saving Throws (suggested) Str +6, Con +5
Skills Perception +4
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
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages understands the languages of its creator but can’t speak
Challenge 4 (1100 XP)
Force Reflection (suggested). All amgical source of damage of the force type are reflected against the caster.
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
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 longsword attacks.
- Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A helmed horror is a type of construct that resembles a warrior in full plate armor, but is actually an empty shell animated by magic. It has no flesh or organs, only a faint purple glow between the joints of its armor. A helmed horror is capable of independent reasoning, and can understand the languages of its creator, but cannot speak. It is often used as a guardian or a bodyguard by powerful spellcasters or nobles who can afford its high price. It is neither undead nor a summoned creature.
COMBAT
A helmed horror is a formidable opponent in combat, as it has a high armor class and resistance to nonmagical weapons. It can wield any weapon that fits its hands, but usually prefers a longsword and a shield. It can also fly at the same speed as it walks, giving it an advantage over ground-bound foes. A helmed horror has two special abilities that make it even more dangerous: magic resistance and spell immunity.
Magic resistance gives the helmed horror advantage on saving throws against spells and other magical effects, making it harder to affect it with enchantments, illusions, or evocations. Spell immunity makes the helmed horror immune to three specific spells chosen by its creator, usually ones that could harm or disable it easily. Typical immunities include fireball, heat metal, and lightning bolt. These spells must be named by the creator (who need not be able to cast them or have access to them) and cannot be changed thereafter. A helmed horror’s orders can never increase its spell immunity beyond three specific magics.
A helmed horror is loyal to its creator and will follow its commands without question. It can also recognize allies and enemies of its creator, and will attack or defend them accordingly. A helmed horror has no emotions or personality, and will not show mercy or fear in battle. If commanded by a telepathic being, it can communicate, and a garrison of horrors can be coordinated into a well-organized fighting band.
HABITAT / SOCIETY
A helmed horror is not a natural creature, but a product of arcane craftsmanship. It is created by casting a complex ritual that involves an empty suit of plate armor, a shield, a weapon, and several rare and expensive components. The ritual also requires the caster to imbue the helmed horror with some of their own life force, creating a bond between them.
A helmed horror does not need to eat, sleep, breathe, or rest. It can remain active indefinitely, unless it is destroyed or deactivated by its creator. A helmed horror does not age or decay, but its armor may rust or corrode over time. Some helmed horrors maintain their armor in good condition, while others let it deteriorate.
A helmed horror has no social life or culture of its own. It does not interact with other creatures unless ordered by its creator or provoked by enemies. It does not seek companionship or entertainment, nor does it have any goals or aspirations beyond serving its creator. A helmed horror may work alone or in a group with other helmed horrors or constructs, depending on its creator’s needs.
Horrors are seldom self-willed wanderers, but they continue to serve as guardians even after the deaths of their masters, operating continuously until destroyed. Some have been known to avenge a slain creator, following orders instilled in them. In some cases the horror’s orders even allow it autonomy in the absence of commands.
ECOLOGY
A helmed horror has no impact on the natural environment, as it does not consume any resources or produce any waste. It does not reproduce or create more of its kind, unless instructed by its creator. A helmed horror may affect the local ecology indirectly by protecting or attacking certain areas or creatures on behalf of its creator.
A helmed horror has few natural enemies, as most creatures avoid or fear it. Some adventurers may seek to destroy it for its valuable components or to loot its creator’s lair. Some spellcasters may try to capture it and use it for their own purposes, either by breaking its bond with its original creator or by reprogramming it with new commands.
A helmed horror has no allies in nature, but may form alliances with other constructs or creatures that serve the same creator. A helmed horror may also respect or acknowledge other beings that share its traits of loyalty and obedience, such as soldiers, knights, or paladins.