Armos Knight (5e Creature)
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Medium construct, lawful neutral
Armor Class 20 (natural armor, shield)
Saving Throws Con +5, Cha +0
Antimagic Susceptibility. The armos knight is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armos knight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Brute. A melee weapon deals one extra die of its damage when the armos knight hits with it (included in the attack).
False Appearance. While the armos knight remains motionless, it is indistinguishable from a stone statue.
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 from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.
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: 10 (2d6 + 3) piercing damage if used in one hand to make a melee attack, 12 (2d8 + 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.
Much like the more common armos, an armos knight 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 knight will stay on-guard for centuries or longer, remaining as motionless as the stone statue it resembles.
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 over a potentially long distance, it never willingly leaves the area it intends to guard.
Disguised Form. An armos knight is often often hidden among inanimate humanoid statues which are indistinguishable from them.
Constructed Nature. A armos doesn't require air, food, drink, or sleep.
Variant: Armos Swordsman
Although armos are most often built with spears, other weaponry is common. An armos swordsman lacks the spear action, and instead gains either of the following.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used in two hands.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, or 14 (2d10 + 3) bludgeoning damage if used in two hands.
This variant has a Challenge Rating of 4 (1,100 XP).
- Armos (5e Creature), a less aggressive form of armos that can resemble any one of numerous creatures
- Gimos (5e Creature), a Dark World counterpart of armos
- Stalfos Knight (5e Creature), another kind of nonliving warrior
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