Homebrew Helmed Horror Species Details

Helmed Horrors are the work of ancient magic users, creating them for work, labor, and war, but leaving them after death to roam the planet until their magic dissipates.

Helmed Horror Traits

Your Helmed Horror has the following traits.

Air Walk

Helmed Horrors can walk on the air at a speed equal to their walking speed. However, they can be knocked over by being hit. If you are hit while in the air, you must make a DC 10 saving throw. If you succeed, you can continue in the air. If you fail, you fall back down to the ground and take fall damage. You cannot dash while in the air.

Magical Construct

Your creature type is Construct. If you enter an Anti-magic field or another similar area where magic is dissipated, you must make make a DC 15 Constitution saving throw. If you succeed, you continue on as normal. If you fail, you get knocked out, and must make a DC 15 saving throw every turn until you succeed. You can continue on as normal afterwords.

Magical Sight

You have darkvision, blindsight, and truesight at all distances.

Ability Score Increase

Your Constitution score increases by 3.

Size

Your size is Medium. Most Helmed Horrors stand between 5 and 7 feet tall. Weight is around that of Plate armor

Speed

Your base walking speed is 30 feet.

Construct Resilience

You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection

Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Mode Prerequisite Effect
Light Plating (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite Plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Languages

You can understand and write Common.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2019 12:05:51 AM
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