Helmed Horror (CR 8)

Medium Construct
Alignment: Usually neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +15 and Spot +15
Languages: Cannot speak, but understands Common and one of its creator's languages


AC: 26 (+2 Dex, +3 deflection, +11 [+3 full plate armor]), touch 15, flat-footed 24
Hit Dice: 13d10+23 (94 hp)
Fort +6, Ref +6, Will +7
Speed: 30 ft., air walk 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +14
Attack: Masterwork greatsword +16 melee or heavy crossbow +11 ranged
Full Attack: Masterwork greatsword +16/+11 melee (2d6+7/17-20) or heavy crossbow +11 ranged (1d10/19-20)
Damage: Masterwork greatsword 2d6+7/17-20, heavy crossbow 1d10/19-20
Special Attacks/Actions:
Abilities: Str 20, Dex 15, Con -, Int 13, Wis 16, Cha 16
Special Qualities: Air walk, construct traits, immunity to magic missile, rapid repair, spell immunities, weapon power
Feats: Great Fortitude; Improved Critical (greatsword); Improved Initiative; Toughness; Weapon Focus (greatsword)
Skills: Diplomacy +5, Listen +15, Search +13, Sense Motive +15, Spot +15, and Survival +3 (+5 following tracks)
Advancement: 14-19 HD (Medium)
Climate/Terrain: Any
Organization: Solitary
Treasure: 1/10 coins; standard goods; standard items

Source: Lost Empires of Faerûn

Combat

Helmed horrors fight intelligently, opening with missile fire at soft targets and using air walk to outmaneuver landbound opponents. They do not necessarily fight to the death because they often deem it better to survive and continue with their designated tasks. If fleeing would destroy any chance of fulfilling their missions, however, they are quite willing to sacrifice themselves.

When a helmed horror is destroyed, its armor dissolves into slag.

Air Walk (Su): Helmed. horrors can move through the air as if affected by an air walk spell (caster level 13th).

Construct Traits: A helmed horror has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.

Rapid Repair (Ex): A helmed horror that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point remaining. Rapid repair does not allow a helmed horror to regrow or reattach lost body parts.

See Invisible (Sp): A helmed horror sees invisible creatures and objects as if affected by a see invisibility spell.

Spell Immunities (Ex): A helmed horror is immune to magic missile. In addition, its maker can give it immunity to three other spells chosen at the moment of its creation. Typical immunities are fireball, lightning bolt, and ice storm.

Weapon Power (Su): The magic that creates a helmed horror often endows it with the ability to imbue a melee weapon it is holding with a magical power. The effect comes from the helmed horror, not from the weapon, and can be called forth as a free action. Roll 1d10 and consult the following table to determine the special ability granted. These abilities function as described in Chapter 7 of the Dungeon Master's Guide.

d12 RollAbility
1-3None
4Flaming
5Flaming burst
6Frost
7Shock
8Shocking burst
9Speed
10Thundering