Armos Knight (creature)

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Armos Knight
Medium construct (armos), lawful neutral
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Armor Class 20 (natural armor, iron shield)
Heart Points {{{hp}}}
Speed 35 ft.
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STR
16 (+3)
DEX
8 (-1)
CON
17 (+3)
INT
5 (-3)
WIS
8 (-1)
CHA
6 (-2)
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Saving Throws Con +5, Cha +0
Skills Athletics +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    
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     Environment: Hills, Ruins, Urban

Description

See Armos (creature overview)

Much like the common armos, an armos knight appears indistinguishable from a stone statue and is comprised almost entirely of stone animated by magic. As a nonliving sentry, it 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 humanoid 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.

Traits

Antimagic Susceptibility. The armos knight 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 knight.

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 knight makes two melee attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage if used in one hand to make a melee attack, 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack, or 7 (1d6 + 3) piercing damage if used to make a ranged attack.

Variant Actions: Armos Swordsman

Although armos are most often built with spears, other weaponry is common. An armos swordsman lacks the spear action, and instead has either of the following actions:

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used in two hands.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used in two hands.

Related pages

  • Armos, the family of creatures to which an armos knight belongs
  • Common armos, a less martial form of armos that can resemble any one of numerous creatures
  • Gimos, a form of armos found in the Dark World
  • Stalfos knight, another fearsome, nonliving warrior


CreaturesConstructsArmosArmos Knight
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.