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