Helmed Horror Detention Drone
The Book of Many Things p. 135
- Tamaño
- Mediano
- Tipo
- construct
- Alineamiento
- sin alineamiento
- CA
- 20 (plate armor, shield)
- Puntos de golpe
- 60 (8d8+24)
- Velocidad
- walk 30 ft., fly 30 ft. (hover)
- Habilidades
- Perception +4
- Resistencias
- bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Inmunidades
- force, necrotic, poison
- Inmunidad a estados
- blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
- Sentidos
- blindsight 60 ft. (blind beyond this radius)
- Percepción pasiva
- 14
- Idiomas
- understands the languages of its creator but can't speak
- Desafío
- 4
- Linaje
- Detention Drone
Rasgos
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.
Acciones
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.
Otros datos
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:
| 1d6 | The Helmed Horror Follows Commands To... |
|---|---|
| 1 | Carry its master's palanquin through the air. |
| 2 | Defend a remarkable treasure or piece of armor by incorporating the item into its being. |
| 3 | Imitate a dead or imprisoned hero by using their armor and weapons. |
| 4 | Perform as a laborer or servant. |
| 5 | Serve in a legion formed from the armors of a land's ancient defenders. |
| 6 | Stand sentry in a gallery of mundane armors. |