Medium Construct, Lawful Neutral
Armor Class 16 natural armor
Hit Points 26 (4d8 + 8)
Speed 20 ft.
STR
13 (+1)
DEX
7 (-2)
CON
15 (+2)
INT
4 (-3)
WIS
4 (-3)
CHA
2 (-4)
Damage Vulnerabilities Thunder
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison, Psychic
Senses Blindsight 60ft, Tremorsense 5ft, Passive Perception 7
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The armos is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armos must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Death Burst. When the armos dies, it explodes in a thunderous explosion. Each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) thunder damage.

False Appearance. While the armos remains motionless, it is indistinguishable from a stone statue.

Inanimate Invulnerability. If the armos did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Thwarting Sentry. An armos will only activate when a foreign living creature draws near, or sometimes only when it is directly touched. An armos' body lacks agility, but its sheer bulk hops aggressively towards what it sees as an invader, and slams into it with either the sheer weight of its stone form. The armos is mainly used as a warning than a murderous intent—dissuading animals or children from invading where they don’t belong. If the invader departs from the area the armos guards, it will typically hop back to the point from which it originated and resume its watch. This is a sharp contrast to the similar but more robust armos knight, which will guard with the intent to kill.

Disguised Form. An armos statue can be built to resemble one of numerous different forms, though something humanoid is most common. Armos often hidden among inanimate statues which are indistinguishable from them.

Constructed Nature. An armos doesn't require air, food, drink, or sleep.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

An armos appears indistinguishable from a stone statue, and in fact is comprised almost entirely of stone animated by magic. As a nonliving sentry, it remains dormant wherever its master or its creator has placed it. In many cases, an armos will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Legolassalanmir

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