Armos

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Armos are a strange construct that have been around since ancient times. Some have theorized that the Gods or Titans created them as prototypes for the first beings, while some think that ancient Wizards left them behind after a failed experiment. The world may never know, as the constructs show no sign of intelligent thought, and are primarily guardians.

Armos CR 5


XP 2,500
N Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 21, touch 10, flat-footed 20 (1 Dex, 10 natural)
HP 68 (8d10+24)
Fort +2; Ref +3; Will +2
DR 10/adamantine; Immune construct traits, magic
Weakness Targeted attack on back crystal

OFFENSE
Speed 30 ft.
Melee 2 slams +13 (2d6 +6 plus stun)
Special Attacks stunning blow, self destuct

STATISTICS
Str 22, Dex 12, Con —, Int —, Wis 11, Cha 1

SPECIAL ABILITIES

Immunity to Magic (Ex)
An Armos is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
A transmute mud to rock spell heals all its lost hit points.
A stone to flesh spell does not actually change the Armos’ structure, but it negates the Armos’ damage reduction for 1 round.

Stunning Blow (Ex)
Any creature hit by a Armos’ slam attack must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

Self Destruct (Ex)
Upon reaching 0 HP, an Armos will self destruct, leaving no physical remnants. This attacks in a 20ft radius, dealing 8d10+20 damage.

Armos Titan CR 7


XP 3,200
N Large construct
Init +1; Senses darkvision 120 ft., low-light vision; Perception +0

DEFENSE
AC 22, touch 10, flat-footed 21 (1 Dex, 12 natural, -1 Size)
HP 74 (8d10+30)
Fort +2; Ref +3; Will +2
DR 10/adamantine; Immune construct traits, magic
Weakness Targeted attack on back crystal with magic

OFFENSE
Speed 30 ft.
Melee 2 slams +15 (2d6 +6 plus stun)
Special Attacks stunning blow
Defensive Abilities energy absorption, self destuct

STATISTICS
Str 25, Dex 12, Con —, Int —, Wis 11, Cha 1

SPECIAL ABILITIES

Energy Absorption (Su)
Any energy-based (acid, fire, cold, electricity, sonic) attack that directly targets an Armos Titan is absorbed into its body dealing no damage to the Armos. An Armos Titan can use the absorbed energy to repair itself, healing 1 hit point for every 3 points of damage the attack would have otherwise dealt, or it can release the energy in a 30-foot cone that deals 3d8 points of energy damage (of whatever type was absorbed) to all within the area. An affected opponent can attempt a DC 14 Reflex save to reduce the damage by half. The save DC is Constitution-based. The Armos Titan can store the energy before releasing it as an energy blast for a number of rounds equal to half its Hit Dice (four rounds for the standard Armos Titan).

Immunity to Magic (Ex)
An Armos Titan is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
A transmute mud to rock spell heals all its lost hit points.
A stone to flesh spell does not actually change the Armos Titan’s structure, but it negates the Armos Titan’s damage reduction for 1 round.

Stunning Blow (Ex)
Any creature hit by a Armos Titan’s slam attack must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

Self Destruct (Ex)
Upon reaching 0 HP, an Armos will self destruct, leaving no physical remnants. This attacks in a 20ft radius, dealing 8d10+20 damage.

Armos

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