Helmed Horror
A Helmed Horror is a golem, created by an engineer as a servant. It is a mindless construct, animated by an elemental spirit, able to understand simple instructions and programming in a single language chosen at the time of creation. It can speak the same language, with a very simple vocabulary.
Helmed Horrors look like animate suits of plate mail suited for a large creature.
Helmed Horrors are soldiers; that is, they excel at the defense of their master and fulfilling their charge.
The base for a golem's statistics is equal to the level of the engineer who crafted it. Under the command of an Artificer, a golem improves with training, and it is instead based on the Artificer's level.
- Basic Statistics
- Size: Large (occupies 4 squares, reach is 2 squares)
- Hit Points: 200% of base
- Critical Chance: 20% + 2% per level
- Will: 10% + 1% per 2 levels
- Fort: 20% + 1% per level
- Movement: 6 squares; air walk at will
- Construct: Immune to disease and poison.
- Mindless: Immune to mental effects, except compulsions; a golem's ability to be programmed makes it impossible to be immune to compulsions.
- Fortification: 100%.
- Offensive Abilities
- Greatsword Cleave: At will, standard, melee attack; heavy physical damage in chain 1/3.
- Time Thief: At will, standard, melee attack; heavy physical damage plus drain 20% haste, gain 20% haste, stacks/refresh 3.
- Magic Missile: At will, standard, long range; 3 bolts of light arcane, cannot miss.
- Missile Magnet: At will, swift, long, 5 rounds, chain 3; magic missile becomes chain 3, magic missile gains 10% damage per target affected.
- Defensive Abilities
- Spell Immunity: Constant; immune to magic missile, lightning bolt, acid arrow, fireball.
- Other Abilities
- See Invisibility: Constant, see invisible, ethereal creatures.
- Spellcasting Skill: May learn one spell you know per rank of artificer. Currently knows magic missile and missile magnet. These spells may be changed by reprogramming.