Difference between revisions of "Armos Knight (creature)"
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|challenge=2 | |challenge=2 | ||
|str=16 | |str=16 | ||
− | |dex= | + | |dex=10 |
− | |con= | + | |con=18 |
|int=5 | |int=5 | ||
|wis=8 | |wis=8 | ||
|cha=6 | |cha=6 | ||
− | + | |ac=17 | |
− | |ac= | + | |armortype=natural armor, {{BrownLink|heavy shield}} |
− | |armortype=natural armor, {{BrownLink| | ||
|hdcount=6 | |hdcount=6 | ||
|hdsize=8 | |hdsize=8 | ||
|speed=35 | |speed=35 | ||
− | |senses= | + | |senses={{BrownLink|blindsight}} 60 ft. ({{BrownLink|Blinded|blind}} beyond this radius) |
|languages=understands one language (usually {{CL|Ancient}}) but can't speak | |languages=understands one language (usually {{CL|Ancient}}) but can't speak | ||
|weak={{CV|thunder}} | |weak={{CV|thunder}} | ||
Line 27: | Line 26: | ||
|immunedamage={{CI|poison}}, {{CI|psychic}} | |immunedamage={{CI|poison}}, {{CI|psychic}} | ||
|immune={{CI|Blinded}}, {{CI|Deafened}}, {{CI|Exhaustion}}, {{CI|Frozen}}, {{CI|Ignited}}, {{CI|Paralyzed}}, {{CI|Poisoned}} | |immune={{CI|Blinded}}, {{CI|Deafened}}, {{CI|Exhaustion}}, {{CI|Frozen}}, {{CI|Ignited}}, {{CI|Paralyzed}}, {{CI|Poisoned}} | ||
+ | |noskills=none | ||
+ | |strsave=none | ||
|dungeons=yes | |dungeons=yes | ||
|hills=yes | |hills=yes | ||
|urban=yes | |urban=yes | ||
+ | |cost=5,000 | ||
+ | |gear=[[Heavy shield]], [[trident]], roll a d20: ('''1-10''') nothing more ('''11-19''') 1d100 [[rupees]]' worth of spoils such as [[gemstones]] or an armos spirit ('''20''') an [[armos shield|''armos shield'']] | ||
|description= | |description= | ||
− | {{tab}} | + | {{tab}}An '''armos knight''' has a body comprised almost entirely of stone in the shape of an armored humanoid, animated by tireless magic. As a nonliving sentry, an armos knight remains dormant wherever its master or its creator has placed it. In many cases, an armos knight will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles. One is often hidden among inanimate statues which are indistinguishable from them.<br/> |
{{tab}}'''''Aggressive Sentry.''''' An armos knight is specifically designed to resemble a humanoid warrior and wields stone weaponry as long-lasting and enduring as its body. When a living creature enters the area guarded by the armos knight or dares to touch it directly, the knight springs to life with the sole intent to slay any and all invaders. Although it will chase down fleeing invaders, it almost never willingly leaves the area it intends to guard.<br/> | {{tab}}'''''Aggressive Sentry.''''' An armos knight is specifically designed to resemble a humanoid warrior and wields stone weaponry as long-lasting and enduring as its body. When a living creature enters the area guarded by the armos knight or dares to touch it directly, the knight springs to life with the sole intent to slay any and all invaders. Although it will chase down fleeing invaders, it almost never willingly leaves the area it intends to guard.<br/> | ||
{{tab}}{{CT|Constructed Nature|name=armos knight}} | {{tab}}{{CT|Constructed Nature|name=armos knight}} | ||
Line 41: | Line 44: | ||
{{CT|Inanimate Invulnerability|If the armos knight did not move or take any actions on its last turn, or has not yet had a turn, it is {{BrownLink|Damage immunity|immune}} to bludgeoning, piercing, and slashing damage.}} | {{CT|Inanimate Invulnerability|If the armos knight did not move or take any actions on its last turn, or has not yet had a turn, it is {{BrownLink|Damage immunity|immune}} to bludgeoning, piercing, and slashing damage.}} | ||
|actions= | |actions= | ||
− | '''''Multiattack.''''' The armos | + | '''''Multiattack.''''' The armos makes two melee attacks. |
{{CA|Trident|''Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage, 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack.}} | {{CA|Trident|''Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage, 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack.}} |
Revision as of 16:01, 8 July 2019
Creatures→ Constructs→ Armos→ Armos Knight
Armos Knight | |||||
Medium construct (armos), lawful neutral Armor Class 17 (natural armor, heavy shield) Heart Points {{{hp}}} Speed 35 ft. | |||||
STR 16 (+3) |
DEX 10 (+0) |
CON 18 (+4) |
INT 5 (-3) |
WIS 8 (-1) |
CHA 6 (-2) |
Saving Throws Str +5 | |||||
Damage Vulnerabilities thunder | |||||
Damage Resistances cold, fire, lightning | |||||
Damage Immunities poison, psychic | |||||
Condition Immunities blinded, deafened, exhaustion, frozen, ignited, paralyzed, poisoned | |||||
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 | |||||
Languages understands one language (usually Ancient) but can't speak | |||||
Challenge 2 (450 XP) | Proficiency Bonus +2 | ||||
Antimagic Susceptibility. The armos is Unconscious while in the area of an antimagic field. Any effect which destroys or disables a magic item has the same effect on the armos.
False Appearance. While the armos remains motionless, it is indistinguishable from a stone statue of a humanoid warrior. Inanimate Invulnerability. If the armos knight did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage. | |||||
Actions Multiattack. The armos makes two melee attacks. Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack. |
An armos knight has a body comprised almost entirely of stone in the shape of an armored humanoid, animated by tireless magic. As a nonliving sentry, an armos knight remains dormant wherever its master or its creator has placed it. In many cases, an armos knight will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles. One is often hidden among inanimate statues which are indistinguishable from them.
Aggressive Sentry. An armos knight is specifically designed to resemble a humanoid warrior and wields stone weaponry as long-lasting and enduring as its body. When a living creature enters the area guarded by the armos knight or dares to touch it directly, the knight springs to life with the sole intent to slay any and all invaders. Although it will chase down fleeing invaders, it almost never willingly leaves the area it intends to guard.
Constructed Nature. The armos knight doesn't require air, food, water, or sleep.
Environment: Hills, Ruins, Urban
Related pages
- Stiff armos, a simpler form of armos with less mobility
- Armos titan, a Huge armos that throws hand strikes capable of shattering boulders
- Gimos, a form of armos found in the Dark World
- Stalfos knight, another fearsome but nonliving warrior
The material on this page is based primarily on content found in The Legend of Zelda, Link's Awakening, Oracle of Seasons, and Oracle of Ages, which are all copyright Nintendo Co., Ltd.
- Creatures
- Challenge 2 creatures
- Medium-sized creatures
- Constructs
- Armos
- Creatures of lawful neutral alignment
- Creatures not proficient in any skills
- Creatures with a thunder vulnerability
- Creatures resistant to cold
- Creatures resistant to fire
- Creatures resistant to lightning
- Creatures immune to poison damage
- Creatures immune to psychic damage
- Creatures immune to the blinded condition
- Creatures immune to the deafened condition
- Creatures immune to the exhaustion condition
- Creatures immune to the frozen condition
- Creatures immune to the ignited condition
- Creatures immune to the paralyzed condition
- Creatures immune to the poisoned condition
- Creatures with the Ancient language
- Creatures with the Trident action
- Creatures found in caves
- Creatures found in hills
- Creatures found in urban areas
- Content originating from The Legend of Zelda
- Content originating from Link's Awakening
- Content originating from Oracle of Seasons
- Content originating from Oracle of Ages