Armos Knight (5e Creature)

Armos Knight

Medium construct, lawful neutral


Armor Class 20 (natural armor, shield)
Hit Points 60 (8d8 + 24)
Speed 35 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 17 (+3) 5 (-3) 8 (-1) 6 (-2)

Saving Throws Con +5, Cha +0
Skills Athletics +5
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 ft., passive Perception 9
Languages understands Ancient but can't speak
Challenge 3 (700 XP)


Antimagic Susceptibility. The armos knight is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armos knight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Brute. A melee weapon deals one extra die of its damage when the armos knight hits with it (included in the attack).

False Appearance. While the armos knight remains motionless, it is indistinguishable from a stone statue.

Inanimate Invulnerability. If the armos knight did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

ACTIONS

Multiattack. The armos knight makes two melee attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage if used in one hand to make a melee attack, 12 (2d8 + 3) piercing damage if used in two hands to make a melee attack, or 7 (1d6 + 3) piercing damage if used to make a ranged attack.


An armos knight often resembles a hylian warrior made of stone. Source

Much like the more common armos, an armos knight appears indistinguishable from a stone statue, and in fact is comprised almost entirely of stone animated by magic. As a nonliving sentry, it remains dormant wherever its master or its creator has placed it. In many cases, an armos knight will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles.

Aggressive Sentry. An armos knight is specifically designed to resemble a humanoid warrior, and wields stone weaponry as long-lasting and enduring as its body. When a living creature enters the area guarded by the armos knight, or dares to touch it directly, the knight springs to life with the sole intent to slay any and all invaders. Although it will chase down fleeing invaders over a potentially long distance, it never willingly leaves the area it intends to guard.

Disguised Form. An armos knight is often often hidden among inanimate humanoid statues which are indistinguishable from them.

Constructed Nature. A armos doesn't require air, food, drink, or sleep.

Variant: Armos Swordsman

Although armos are most often built with spears, other weaponry is common. An armos swordsman lacks the spear action, and instead gains either of the following.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used in two hands.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, or 14 (2d10 + 3) bludgeoning damage if used in two hands.

This variant has a Challenge Rating of 4 (1,100 XP).

Source
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See also



Back to Main Page 5e Homebrew 5e Creatures
Back to Main Page 5e Homebrew Campaign Settings Hyrule Bestiary Armos

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