False Appearance. While the armos knight remains motionless, it is indistinguishable from a stone statue.
Inanimate Invulnerability. If the armos knight 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.
Multiattack. The armos knight makes two melee attacks.
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage.
Spear Throw. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 1 target. Hit: 9 (1d8 + 3) piercing damage.
Explosive Death. When the Armos Sentry's health drops below 10 hp, it will move 10ft to the closest enemy and explode. All creatures within 5ft must make a DC 12 Dexterity saving throw or suffer 3d6 fire damage, half as much on successful throw.
Description
An Armos Sentry is specifically designed to resemble a humanoid warrior, and wields stone weaponry as long-lasting and enduring as its body. When a living creature enters the area guarded by the armos sentry, or dares to touch it directly, the sentry springs to life with the sole intent to slay any and all invaders. Although it will chase down fleeing invaders over a potentially long distance, it never willingly leaves the area it intends to guard.
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