Medium Construct, Neutral
Armor Class 15 Stone Plating
Hit Points 12 (4d4 + 2)
Speed 40 ft.
STR
15 (+2)
DEX
8 (-1)
CON
15 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +4, CON +4
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified
Gear Shield and Spear
Senses Passive Perception 8
Languages Undercommon
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Combat Behavior

  • At the start of their turn, roll 1d4:

    • 1–2: Armos spends its full movement pacing in a straight line (back and forth), turning only when it hits a wall or edge.

    • 3–4: It locks onto a target and makes one Stab Strike attack.

Stone Body. The Armos has resistance to bludgeoning, piercing, and slashing from nonmagical weapons.

Vulnerable Mechanism (Optional Rule): If a player makes a DC 13 Intelligence (History) or DC 15 Wisdom (Perception) check, they discover the Armos has a weak point on its back. If attacked from behind, attacks have advantage.

Actions

Stab Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (2d4) (2d4) damage.

Description

Ancient Guardians.
Armos are ancient, stone-built sentinels created to guard sacred places, relics, and secrets. They stand motionless for centuries, disguised as harmless statues, until intruders activate their arcane programming.

Mechanized Ritualists.
They don’t attack randomly. Armos operate by a set of archaic behavioral patterns—some scholars say they follow forgotten religious or ceremonial logic. Their strange stop-start movements aren’t hesitation; they’re ritual combat protocols encoded deep into their structure.

Clicking and Grinding.
When active, Armos move in swift, lurching bursts, each step echoing with the sound of stone grinding on stone. Their glowing eyes pulse in sync with their awareness, brightening when hostile intent is sensed.

Loyal but Limited.
They aren’t clever, but they are consistent. Armos follow commands embedded during their creation—whether from a lost king, ancient priesthood, or divine seal. They don’t question, speak, or yield unless utterly broken.

Weak Point: Rear Joint.
Legends passed down by explorers and Sheikah scouts mention a vulnerable seal on the back of their core—the single gap in their otherwise impenetrable armor.

Gandalf_the_White77

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