Magic Resistance. The helmed 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 helmed horror is immune to six spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Multiattack. The battle horror makes three greatsword attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage.
Parry. The battle horror adds 4 to its AC against one melee attack that would hit it. To do so, the battle horror must see the attacker and be wielding a melee weapon.
Spell Reflection. If the battle horror makes a successful saving throw against a spell, or a spell attack misses it, the battle horror can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the battle horror. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Description
A battle horror is a larger and more powerful version of the helmed horror. Aside from the normal qualities of a helmed horror, it has the ability to redirect a spell that was thrown at it. It has magical armor and its weapon is always enchanted with the flaming, lightning, or frost quality, although flaming appears to be the most common. When a battle horror is destroyed, the weapon and its armor loses its magical qualities.
Previous Versions
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