Helmed Horror Detention Drone

The Book of Many Things p. 135

Size
Medium
Type
construct
Alignment
unaligned
AC
20 (plate armor, shield)
Hit Points
60 (8d8+24)
Speed
walk 30 ft., fly 30 ft. (hover)
Skills
Perception +4
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
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
Lineage
Detention Drone
STR
18
+4
DEX
13
+1
CON
16
+3
INT
10
+0
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Magic Resistance

The drone has advantage on saving throws against spells and other magical effects.

Spell Immunity

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

Actions

Multiattack

The drone 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.

Detention Orb

The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.

Other data

description

Helmed horrors are suits of armor animated by magic. Rather than being unreasoning automatons, these armored shells possess the guile of soldiers and resilience against destructive magic. While their name suggests sinister intentions, these creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist. Helmed horrors might perform any number of assignments. Roll on or choose a result from the Helmed Horror Directives table to inspire what tasks helmed horrors perform.

Helmed Horror Directives:

1d6The Helmed Horror Follows Commands To...
1Carry its master's palanquin through the air.
2Defend a remarkable treasure or piece of armor by incorporating the item into its being.
3Imitate a dead or imprisoned hero by using their armor and weapons.
4Perform as a laborer or servant.
5Serve in a legion formed from the armors of a land's ancient defenders.
6Stand sentry in a gallery of mundane armors.