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Animated Armor

Animated Armor Medium Construct, Unaligned 1 200 xp

  • Armor class 18 (Natural Armor)
  • Hit points 33 (6d8+6)
  • Speed 25ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: Poison, Psychic

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Languages:

Challenge: 1 (200 xp)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Helmed Horror

Helmed Horror Medium Construct, Unaligned 4 1,100 xp

  • Armor class 20 (plate armor, shield)
  • Hit points 60 (8d8+24)
  • Speed 30ft , fly 30ft
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't adamantine

Damage Immunities: Force, Necrotic, Poison

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Senses: Blindsight 60ft, PPerception 14

Languages: Understands the languages of its creator but can't speak

Challenge: 4 (1,100 xp)

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

Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions

Multiattack. The helmed horror makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Psychic Gray Ooze

Psychic Gray Ooze Medium Ooze, Unaligned 1 200 xp

  • Armor class 9
  • Hit points 37 (5d8+15)
  • Speed 10ft
  • STR 12 (+1)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +3

Damage Resistances: Acid, Cold, Fire, Psychic

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained

Senses: Blindsight 60ft, PPerception 8

Languages:

Challenge: 1 (200 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 11 (3d6 + 1) Acid damage, and the target has Disadvantage on Intelligence saving throws until the end of the ooze's next turn.

Psychic Crush. Intelligence Saving Throw: DC 10, one creature the ooze can see within 60 feet. Failure: 13 (3d8) Psychic damage.

Mind Corrosion. Trigger: The ooze fails a saving throw against a spell or another magical effect created by a creature. Response: The triggering creature takes 3 (1d6) Psychic damage.