Armos (creature)

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←  #7: Argorok
Bestiary
 Armos 
#9: Arrghus  →
Armos
Small construct (armos), lawful neutral
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Armor Class 15 (natural armor)
Heart Points 30 (4d6 + 16)
Speed 20 ft.
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STR
13 (+1)
DEX
6 (-2)
CON
18 (+4)
INT
4 (-3)
WIS
8 (-1)
CHA
4 (-3)
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Skills Perception +1
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, exhaustion, ignited, paralyzed, poisoned
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
Languages understands Ancient but can't speak
Challenge 1/2 (100 XP) Proficiency Bonus +2    
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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.

Inanimate Invulnerability. Until it moves or takes an action, the armos is an object with a damage threshold of 10. An object with a damage threshold is immune to all damage unless it takes at once an amount of damage greater than its threshold.

Weak Point. An armos has an exposed gemstone somewhere on its body, which is the focal point of its magic. If this stone is hit with a target strike or sneakstrike, the armos must use its Explode action the next time it is able to take an action.


Actions

Slam. Melee Weapon Attack: +3 to hit. Hit: 4 (1d6 + 1) piercing damage.

Explode. All creatures within 10 feet of the armos must make a DC 14 Dexterity saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much on a success. After using this action the armos drops to 0 heart points.

“A monstrous stone statue that will lash out if approached. They take a variety of forms, often with large heads. Bombs are typically a useful means of attacking them. Armos mainly appear within temples, ruins, and dungeons.”
Encyclopedia

An armos is a stone statue animated by tireless magic. The exact likeness of the armos is usually somewhat humanoid in shape but can resemble anything from a disembodied head to a petite dragon.
     Automated Defense. An armos remains motionless until it detects an intruder through tremorsense, at which point it suddenly springs into motion in an attempt to thrwart the intrusion. Unlike the more advanced armos knights, an armos has little or no mobility—once awakened, it can only hop around violently as it lacks mobile limbs. In many cases an armos was placed as a guardian in a place of spiritual importance, remaining motionless for centuries, and only awakens when it detects a nearby intruder. An armos will never willingly leave its post.
     Spooker not a Fighter. An armos' primary job is to scare away animals and would-be burglars, as it can't put up much of a fight. When desperate the armos can explode its body as a last-ditch effort to blow away an intruder.
     Constructed Nature. The armos knight doesn't require air, food, water, or sleep.
     Environment: Ruins


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The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.