KING
Helmed Horror

Helmed Horror

Construct · no Crown (Mundane)

T2d6Minor

Antimagic-warded warriors, helmed horrors fly with lances, immune to spells in their enchanted helms.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind12--
Sense14--
Heart8--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Construct Nature

Immune to poison, disease, charm, fear, and exhaustion. It flies at walking speed, cannot be knocked prone, and fights until destroyed rather than fleeing.

Passive

Warded Helm

Utterly immune to three spells chosen at its making (commonly fireball, lightning bolt, and hold); advantage on saves against all other magic.

Maneuvers

Maneuver

Diving Lance

Flies up to 30 ft and drives its lance down, making its attack with advantage.

Reactions

Reaction

Shield Block

Once per round when hit by an attack, its shield turns the blow: reduce the damage by 1.

Tactics

GM tactics

Flies above melee range and uses Diving Lance to strike from above. Settles into sustained melee when grounded opponents are within reach. Focuses on casters, since their spells are ineffective. An intelligent and disciplined combatant.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.