Medium Construct, Neutral
AC 20 Plate    Initiative +4 (14)
HP 110 (13d8 + 39)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 20 +5 +8
DEX 13 +1 +1
CON 19 +4 +7
Mod Save
INT 10 +0 +0
WIS 10 +0 +3
CHA 10 +0 +0
Skills Perception +4
Resistances Radiant
Gear Shield
Senses Blindsight 60 ft.; Passive Perception 14
Languages Understands Common plus one other language but can’t speak
CR 8 (XP 3,900; PB +3)
Traits

Magic Resistance. The helmed horror has Advantage on saving throws against spells and other magical effects.

Spell Immunity. The helmed horror is immune to four spells. The spells are as follows: Heat Metal, Fireball, Magic Missile, and Lightning Bolt.

Actions

Multiattack. The helmed horror makes two Arcane Sword attacks or can replace one attack with Binding Strike.

Arcane Sword. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Force damage.

Binding Strike. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Force damage, and the target must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the start of the helmed horror’s next turn.

Force Pulse (Recharge 5–6). Each creature of the helmed horror’s choice within 10 feet must make a DC 15 Strength saving throw. On a failure, a creature takes 13 (3d8) Force damage and is pushed up to 10 feet away and knocked prone. On a success, it takes half damage and isn’t pushed or knocked prone.

Bonus Actions

Arcane Step (Recharge 4–6). The helmed horror magically teleports up to 20 feet to an unoccupied space it can see.

Reactions

Parry. Trigger: The helmed horror is hit by a melee attack roll while holding a weapon. Response: The helmed horror adds 2 to its AC against that attack, potentially causing it to miss.

Habitat: Any

shaymin5566

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