```metadata title: Ancient Helmed Horrors description: '' tags: [] systems: - 5e renderer: legacy theme: 5ePHB ``` # Ancient Helmed Horrors The creation ritual for helmed horrors, having always been a closely guarded secret, has over millennia led to an unintended consequences. Transcription errors, shortcuts by careless practitioners, and perhaps even subtle shifts in the fabric of the Weave have incrementally corrupted the ritual, gradually eroding its potency. With the original rites lost to time, modern helmed horrors have become but a pale imitations of their predecessors. Yet, as is the nature of these tireless sentinels, some ancient ones endure—relics of an older age, forged with the undiluted ritual. Presented here as 'Ancient Helmed Horrors,' these sentries still roam the world, having long outlived their creators, and retaining the raw strength and indomitable endurance that once made their kind truly fearsome. Additionally, if you have a Liches old enough to remember second edition you've found have the perfect minion. ___ ___ > ## Ancient Helmed Horror >*Medium Construct, (Unaligned)* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 67 (9d8 + 27) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+1 (13)|+3 (16)|+1 (13)|+3 (16)|+1 (12)| >___ > - **Skills** Perception +6 Survival +6 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Immunites** force, necrotic, poison > - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned > - **Senses** blindsight 120 ft., passive Perception 16 > - **Languages** understands the languages of its creator > - **Challenge** 8 (3,900 XP) > - **Proficiency bonus** +3 > ___ > >**Magic Missile Absorption** Whenever the helmed horror is targeted by the magic missile spell, it takes no damage and instead regains hit points equal to the damage rolled. Excess damage beyond its maximum hit points is reflected back at the caster damaging them instead. > >**Magic Resistance.** The helmed horror has advantage on saving throws against spells and other magical effects. > >**Magic Weapons.** The Helmed Horror's weapon attacks are magical. > >**Spell Immunity.** The helmed horror is immune to three spells chosen by its creator. Typical immunities include: fireball, ice storm, and lightning bolt. > >**Superior Tracking** The helmed horror has advantage on Wisdom (Survival) checks to follow tracks. > > ### Actions > >**Multiattack.** The helmed horror makes two longsword or crossbow attacks. > >**Longsword.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 4) slashing damage, or 13 (2d10 + 4) slashing damage if used with two hands, plus 13 (2d8) damage of one of the following types (helmed horror's choice): cold, fire, lightning, or thunder. > >**Heavy Crossbow.** *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. > > "Helmed Horrors can use practically any weapon. If a fighter can wield it, so can the Helmed Horror. It can also use magic items, such as potions, so long as they don’t need verbal commands or contact with living flesh to function. So yes, you can encounter a Helmed Horror wielding a +3 vorpal flamesword holy avenger."- DumpStat \page Even rarer than their ancient counterparts, the Battle Horror—also known as the Greater Helmed Horror—is no mere suit of animated armor. If anyone thinks a Helmed Horror is a trivial foe, the Battle Horror is here to make even the bravest warrior reconsider their own breastplate. ___ ___ > ## Battle Horror >*Medium Construct, (Unaligned)* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 127 (17d8+51) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+7 (24)|+1 (13)|+4 (18)|+1 (13)|+3 (16)|+1 (12)| >___ > - **Skills** Perception +7 Survival +7 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Immunites** force, necrotic, poison > - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned > - **Senses** blindsight 120 ft., passive Perception 17 > - **Languages** understands the languages of its creator > - **Challenge** 12 (8,400 XP) > - **Proficiency bonus** +4 > ___ > >**Innate Spellcasting.** The battle horror’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: > >At will: magic missile* > >3/day each: blink > >1/day: dimension door > >*See "Actions" below. > >**Magic Missile Absorption** Whenever the battle horror is targeted by the magic missile spell, it takes no damage and instead regains hit points equal to the damage rolled. Excess damage beyond its maximum hit points is reflected back at the caster damaging them instead. > >**Magic Resistance.** The battle horror has advantage on saving throws against spells and other magical effects. > >**Magic Weapons.** The battle horror's weapon attacks are magical. > >**Spell Immunity.** The battle horror is immune to three spells chosen by its creator. Typical immunities include fireball, ice storm, and lightning bolt. > >**Superior Tracking** The battle horror has advantage on Wisdom (Survival) checks to follow tracks. > > ### Actions > >**Multiattack.** The battle horror makes three longsword or *magic missile* attacks. > >**Longsword.** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) slashing damage or 17 (2d10 + 6) slashing damage if used with two hands, plus 16 (3d8) damage of one of the following types (Battle Horror's choice): cold, fire, lightning, or thunder. > >**Magic Missiles(Rechange 5-6)** The battle horror creates three darts of magical force. Each dart unerringly strikes one creature the battle horror can see within 120 feet, dealing 3 (1d4 + 1) force damage per dart.