# Helmed Horror
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >katana: 1d10 (19-20/×2)
> >crossbowMelee/Ranged: +18/+15
> >Secondary: +13/+10
> >Multiattack: +16/+13
> >M/R_PA: +18/+15
> >2nd/PA: +13/+10
> >MA_PA: +16/+13
> >Itterative: 3
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 21; Dex: 18; Con: 16; Int: 17; Wis: 19; Cha: 19
> > xFeat:: 5/7 (2)
> >
> >
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Helmed Horror</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Lost Empires of Faerûn</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Construct
**Init** +6
**Perception** +16
#### defense
**AC** 26, 15 touch, 24 flat-footed (+11 armor, +3 deflection, +2 Dex)
**hp** 98 (13d10+33)
**Fort** +6, **Refl** +6, **Will** +7
**Feint** 26, **Demoralize** 26
**Immune** magic missile
#### offense
**Speed** 30 ft.
**Melee** katana +4 (1d10+1)
**Ranged** heavy crossbow +15 (1d10/19-20)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** air walk, rapid repair, spell immunities, weapon power
**Spell-Like Abilities** (CL 13th; Concentration +16)
> **Constant**— see invisibility
> At will — metamorphosis
#### statistics
**Str** 20, **Dex** 15, **Con** —, **Int** 13, **Wis** 16, **Cha** 16
**BAB** +13, **CMB** +18, **CMD** 33, **TA** +18, **RTA** +15
**Feats** [[Great Fortitude]], [[Improved Critical]] (greatsword), [[Improved Initiative]], [[Toughness]], [[Weapon Focus]] (greatsword)
**Skills** Diplomacy +16, Perception +16, Survival +16
**Languages**
#### special abilities
### Air Walk (Su)
Helmed horrors can move through the air as if affected by an air walk spell
### Rapid Repair (Ex)
A helmed horror that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point remaining. Rapid repair does not allow a helmed horror to regrow or reattach lost body parts.
### Spell Immunities (Ex)
A helmed horror is immune to magic missile. In addition, its maker can give it immunity to three other spells chosen at the moment of its creation. Typical immunities are fireball, lightning bolt, and ice storm.
### Weapon Power (Su)
The magic that creates a helmed horror often endows it with the ability to imbue a melee weapon it is holding with a magical power. The effect comes from the helmed horror, not from the weapon, and can be called forth as a free action. Roll 1d10 and consult the following table to determine the special ability granted. These abilities function as described in Chapter 7 of the Dungeon Master's Guide. d12 RollAbility1-3None4Flaming5Flaming burst6Frost7Shock8Shocking burst9Speed10ThunderingHelmed horrors fight intelligently, opening with missile fire at soft targets and using air walk to outmaneuver landbound opponents. They do not necessarily fight to the death because they often deem it better to survive and continue with their designated tasks. If fleeing would destroy any chance of fulfilling their missions, however, they are quite willing to sacrifice themselves. When a helmed horror is destroyed, its armor dissolves into slag.