# Helmed Horror
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<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 pg. 175</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Construct
**Init** +6
**Senses** darkvision 60 ft., low-light vision, _see invisibility_; **Perception** +16
#### defense
**AC** 26, 15 touch, 24 flat-footed (+11 armor, +3 deflection, +2 Dex)
**hp** 105 (13d10+33); fast healing 5
**Fort** +6, **Refl** +6, **Will** +7
**Feint** 26, **Demoralize** 26
**Defensive Abilities** hardness 10, spell immunity
**Immune** construct traits
#### offense
**Speed** 30 ft.; air walk
**Melee** +2 shocking burst greatsword +20/+20/+15 (2d6+9 plus 1d6 electricity/17-20)
**Ranged** +2 shocking burst heavy crossbow +17 (1d10+2 plus 1d6 electricity/19–20)
**Space** 5 ft., **Reach** 5 ft.
#### statistics
**Str** 20, **Dex** 15, **Con** —, **Int** 13, **Wis** 16, **Cha** 16
**BAB** +13, **CMB** +18, **CMD** 33, **TA** +18, **RTA** +15
**Feats** [[Cleave]], [[Critical Focus]], [[Great Fortitude]], [[Improved Critical]] (greatsword), [[Improved Initiative]], [[Toughness]], [[Weapon Focus]] (greatsword)
**Skills** Diplomacy +16, Perception +16, Survival +16
**Languages** Common (cannot speak)
#### special abilities
### Luminous (Su)
The magical energy that powers a helmed horror and gives it form produces light to a radius of 30 feet. This is a the equivalent of a 0-level spell.
### Spell Immunity (Su)
A helmed horror is immune to _magic missile_ and three other spells chosen at the moment of its creation. Typical immunities are _fireball_, _lightning bolt_, and _ice storm_.
### Weapon Power (Su)
Any weapon a helmed horror wields is imbued with the properties of a magic weapon with an effective +4 enhancement bonus. The specific magical properties are chosen when the helmed horror is created and cannot be changed.
#### tactics
Helmed 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.
#### ecology
**Terrain** Any
**Organization** Solitary
**Treasure** 1/10 coins; standard goods; 1/10 coins; standard items
**Advancement** 14–19 HD (Medium)
Helmed horrors and battle horrors are deadly, self-willed magical constructs that appear to be nothing more than empty, animated suits of full plate armor. They are absolutely remorseless and tireless in discharging their duties.
Helmed horrors are usually encountered carrying out the duties assigned to them by their creators. Because these constructs are free-willed and intelligent, they are perfectly capable of reexamining their programming. A simple command such as “Remain here and destroy all intruders” leaves little room for interpretation, so they do not often abandon such tasks.
Helmed horrors whose last orders are invalidated by some means may wander abroad, pursuing mysterious goals that somehow reflect their last orders. For example, a helmed horror that fails to prevent thieves from plundering a vault it is assigned to guard might assign itself the mission of retrieving all treasure that has been removed from that vault.
A helmed horror looks like a humanoid figure between 5 and 7 feet tall, wearing a suit of full plate armor. On some helmed horrors, the armor appears exceedingly old; on others, it is shiny and well kept. Magical purple light sometimes flares through the joints of the armor.