Armos (5e Creature)

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Medium construct, lawful neutral

Armor Class 16 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 20 ft.

13 (+1) 7 (-2) 15 (+2) 4 (-3) 4 (-3) 2 (-4)

Proficiency Bonus +2
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 5 ft., passive Perception 7
Languages understands Ancient but can't speak
Challenge 1/2 (100 XP)

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

Death Burst. When the armos dies, it explodes in a thunderous explosion. Each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) thunder damage.

False Appearance. While the armos remains motionless, it is indistinguishable from a stone statue.

Inanimate Invulnerability. If the armos 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 from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Although an armos can appear to wield a crude sword and shield,
these are mostly for decoration. Source

An armos appears indistinguishable from a stone statue, and in fact 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 will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles.

Thwarting Sentry. An armos will only activate when a foreign living creature draws near, or sometimes only when it is directly touched. An armos' body lacks agility, but its sheer bulk hops aggressively towards what it sees as an invader, and slams into it with either the sheer weight of its stone form. The armos is mainly used as a warning than a murderous intent—dissuading animals or children from invading where they don’t belong. If the invader departs from the area the armos guards, it will typically hop back to the point from which it originated and resume its watch. This is a sharp contrast to the similar but more robust armos knight, which will guard with the intent to kill.

Disguised Form. An armos statue can be built to resemble one of numerous different forms, though something humanoid is most common. Armos often hidden among inanimate statues which are indistinguishable from them.

Constructed Nature. An armos doesn't require air, food, drink, or sleep.

Variant: Spiked Armos[edit]

Some armos are specifically crafted with spikes or serrated edges to make them more difficult. A spiked armos’ slam attack improves as follows.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) piercing damage.

This variant has a Challenge Rating of 1 (200 XP).

Variant: Watchful Armos[edit]

Some armos are built with a magical eye that enable them to act as better sentries, but inflict it with a weakness most armos don’t have. This armos has truesight out to a range of 30 feet. It also has the following trait.

Weak Point. The watchful armos bears an eye-like barking on its body. An attack which specifically targets this eye and inflicts piercing damage will always inflict damage as though it was a critical hit. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.

A spiked, watchful armos.

See also[edit]

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