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Helmed Horror - AI-generated fantasy Monster

Helmed Horror

Helmed Horrors are animated suits of armor created to obey complex orders and resist magic. Their creators traditionally choose three spells that the construct will ignore entirely. This one was assigned to guard Vhaelon's Bastion siphon, and treats any attempt to reach or disrupt it as an attack on its charge.

Medium construct · CR 4 · Uncommon

Helmed Horror

The classic Helmed Horror, deployed as the armored bruiser guarding Vhaelon's Bastion siphon.
AC20
HP60/60
CR4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 20 · HP 60 · CR 4

Helmed Horror

Medium construct, neutral
Armor Class20 (plate armor, shield)
Hit Points60 (8d8 + 24)
Speed
30 ft.,
Fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
Damage Resistances
Bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine
Immunities
Damage: force, necrotic, poison,
Conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Weaknesses
It follows its orders literally and may be diverted by exploiting their wording.
It cannot speak and has no independent social judgment.
Senses
Darkvision 60 ft.,
Passive Perception 10
Languages
Understands the languages of its creator but cannot speak
Challenge4
Proficiency Bonus+2
Passive Perception10
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. For this encounter, those spells are fireball, heat metal, and lightning bolt.
Magic Weapons. The helmed horror's weapon attacks are magical.

Actions

Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage, or 9 () slashing damage if used with two hands. The attack is magical.
Role
Bruiser
Built for
A party of four characters around level 4 to 5; CR 4 is a meaningful single-monster threat, especially when supported by other encounter elements.

Gear

  • Longsword (Weapon, No separate treasure value; it is part of the construct.)A well-balanced longsword, gripped in the animated armor's gauntlets. Its attacks count as magical.
  • Plate armor and shield (Armor, Not practically salvageable as ordinary equipment.)Enchanted plate armor and shield that form the construct's body.

Notes for the game master

This uses the canonical D&D 5th Edition Helmed Horror statistics for AC, hit points, ability scores, movement, traits, and attacks.
Spell Immunity applies to three spells chosen by the creator. For this encounter, the horror is immune to fireball, heat metal, and lightning bolt.
Magic Resistance grants advantage on saving throws against spells and other magical effects.
The longsword attack is magical.

Tactics

  1. Opening

    Stand between intruders and Vhaelon's Bastion siphon. Advance directly toward the nearest threat and attack twice with its longsword.

  2. Mid-fight

    Use its two sword strikes each turn against one priority target, forcing opponents to deal with its high Armor Class while other dangers threaten the siphon.

  3. End of the fight

    Keep pressure on the siphon’s defenders and use its bulk to obstruct access to the mechanism. It fights until destroyed unless its orders are somehow changed.

  4. Retreat

    It has no morale and does not retreat. It follows its orders without fear, bargaining, or self-preservation.

How it fights

Remain between enemies and the siphon rather than chasing distant targets.
Focus both longsword attacks on a single vulnerable or high-priority opponent.
Use its flight to cross gaps or maintain access to a guarded platform, not to kite enemies indefinitely.

Who it attacks first

Characters attempting to reach or damage the siphon
The nearest opponent obstructing its assigned defensive position
A creature attacking it with a weapon or spell, if that creature threatens the guarded area

Works well with

Pairs well with ranged defenders or hazards that pressure characters trying to bypass its guarded position.
A narrow corridor lets it use its high AC and body to hold a chokepoint while allies attack from behind.

How to beat it

Its AC 20 makes attack rolls challenging, but saving-throw effects that do not rely on one of its chosen spell immunities can bypass that defense.
Force, necrotic, and poison damage do not harm it; choose other damage types.
Its flight and steady movement can be hindered by obstacles, grapples, and difficult terrain.
The horror has no special defense against being shoved, grappled, or outmaneuvered.

Ways to avoid a fight

If approached without hostility, it can be given a simple, direct order by someone it recognizes as authorized.
A character who discovers its command phrase or creator's authority may be able to redirect it, subject to the GM's judgment.

Ecology

A suit of dark steel armor stands unnaturally upright, its visor a narrow slit of cold blue light. Scratches score its breastplate, but no dent or blade-mark seems to have slowed it. A longsword rests in its gauntlets, held with the patient certainty of a veteran guard.

Behavior

Silent, relentless, and strictly literal in its defense of the bastion. It does not pursue enemies beyond the area it was assigned to guard unless its orders require it.

How it lives

A construct animated by powerful enchantment, it requires no food, air, sleep, or maintenance. Its continued function depends on its creator’s magic and the orders laid into it.

Lair

A fortified passage or chamber within Vhaelon's Bastion, positioned to guard the siphon and deny intruders access.

Habitat
Vhaelon's Bastion, especially fortified halls, armories, and chambers surrounding the siphon.

Signs that it is near

Boot-shaped scuffs crossing dust without footprints
The steady metallic scrape of a sword being drawn in an otherwise empty hall
A faint blue glow visible through cracks around a closed door

Tags

construct,
bruiser,
guardian,
magic-resistant,
bastion

Lore

Helmed Horrors are animated suits of armor created to obey complex orders and resist magic. Their creators traditionally choose three spells that the construct will ignore entirely. This one was assigned to guard Vhaelon's Bastion siphon, and treats any attempt to reach or disrupt it as an attack on its charge.

What drives it

Obey its orders and prevent unauthorized access to the siphon.

After the fight

When destroyed, the armor collapses with a ringing crash. Its helm remains intact, and the runes naming Vhaelon's bastion can be found inside its visor.

“Their creators traditionally choose three spells that the construct will ignore entirely.”
From its lore

Variants

A bastion model with a different creator-selected trio of spell immunities, chosen to counter magic known to threaten the siphon.

Hooks

Plot hooks

The horror's command runes reveal that it was ordered to protect the siphon, not Vhaelon personally.
Its creator selected its spell immunities in response to a past assault on the bastion, leaving clues to the attackers' tactics.
A damaged command rune causes it to mistake anyone carrying a particular bastion insignia for a threat.

How to use it

Use as the front-line bruiser in the encounter Stop Vhaelon's Bastion siphon.
Place it where its body can block a narrow approach to the siphon, making the party choose between fighting it or finding another route.
Its high AC and spell defenses make it a durable obstacle, but its 60 hit points keep the fight from becoming an endurance contest.

Treasure

A mundane longsword and ordinary fittings are usually not worth significant treasure.
A salvageable rune plate from its inner frame may be valuable to a collector or useful as evidence of who created it.

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