HELMED HORROR
	Medium Size Construct
	Hit Dice: 4d10 +1 per level of creator  (29 hp)
	Initiative: +0 
	Speed: 30 ft., fly 30 ft. (good) 
	AC: 18 (+8 armor)
	Attacks: Greatsword +8 melee
 	Damage: 2d6+7 greatsword, or 1d4+5 slam
	Face/Reach: 5 ft. by 5 ft./5 ft.
	Special Qualities: Construct, immunities, magic healing, 
 		mind read 
	Saves: Fort +1, Ref +1, Will +1
	Abilities: Str 20, Dex 10, Con –, Int 13, Wis 10, Cha 1
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	Climate/Terrain: Any land 
	Organization: Solitary or gang (2-4)
	Challenge Level: 3
	Treasure: None
	Alignment: Always neutral
	Advancement:  5-6 HD (Medium-size), 7-12 HD (Large)

Often found as guardians, these automatons usually appear as warriors completely clad in full plate armor.  A horror is merely animated, empty armor, linked by magical forces.  The process of creating a helmed horror results in silent intelligent guardians, capable of independent reasoning.
	Created to have iron-strong loyalty, helmed horrors are seldom self-willed wanderers.  Instead, they serve as guardians long after the death of their creators masters, tirelessly manning posts in crumbling ruins, tombs, or forgotten tunnels.  Some have been known to avenge a slain creator, following orders instilled in them.  Some revenant horrors have traveled across the Realms to fulfill their duty.
	In some cases, however, the orders allow it autonomy in the absence of commands, or are simply silent on the subject of a horror’s freedom.  If not specifically commanded  to cease commanded to cease existence at  the death or behest of their creator, horrors will continue operating until destroyed. 

COMBAT
Helmed horrors (also called shadowguards™) can use all weapons allowed to fighters and employ all magical items that do not need verbal commands or contact with living flesh to function (ointments and potions, etc.).  
	Helmed horrors can see invisible creatures and objects up to 120 feet away and have darkvision effective to the same range.  The senses of a horror permeate its entire form; a “de-helmed” horror can fight on. 
	Portions of a horror’s body that are separated from the main suit of armor cease to move and cannot fight.  If brought back into contact with a horror, they will reattach.  
A horror can never collect lost pieces after a battle and hold them for reattachment, although others can.  A horror heals lost hit points at the same rate as a living, resting human does by restoring linking energies and mangled armor.
	Helmed horrors are able to stand though magical levitation.  Thus, they can walk on air or above surfaces, or function without any legs at all. A falling horror is always protected as if by a feather fall spell.  
Construct: Immune to mind-influencing effects, poison, disease, and similar effects.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex):  A horror can be made immune to the effects of three specific spells when created (typically fireball, heat metal, and lighting bolt).  These spells must be named by the creator (who need not be able to cast them or have access to them) and cannot be changed thereafter.  A horror can never increase its spell immunity beyond three specific magic spells and their equivalent magical item effects.
Magic Healing (Su):  Magic missile spells cast at a horror serve to heal it of any damage by restoring its bonding energy.  Excess hit points are not gained by a horror, but instead are always reflected back 100% at the caster.
Mind read (Su): Any mental contact with a horror allows it to read the current surface thoughts and emotions of the being contacting it, despite any defenses.  This ability has allowed horrors to anticipate treachery and attacks and always allows them to unerringly judge the sincerity of an encountered creature.  
BATTLE HORRORS
A few modified helmed horrors with magical powers have been encountered.  These battle horrors are identical in appearance to helmed horrors, but have the following magical powers as a free action: dimension door up to 600 feet distant, 1/day; blink for up to 1 turn, 1/day (a horror cannot cease blinking and start again, even if it has not used a full turn); can cast magic missile.  A horror can unleash two 1d4+1 damage magic missiles every 3 rounds with a range of 150 feet.  They cast these as a 5th level caster.  Battle horrors have a lawful evil alignment.

CONSTRUCTION
The cost listed for a helmed horror includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.
	The process of creating helmed horrors remains secret, but is known to require a cleric of at least 7th level, some assistance from a wizard, and physical, nonmagical armor of any sort.
	The creator of horrors instills in it a set of orders or commands that govern its freedom, behavior, and limitations.  These vary considerably from horror to horror.  The orders of a specific horror cannot be changed once given.  Dangerous loopholes in a horror’s orders may bring its loyalty into serious jeopardy; instilling orders in a horror is as delicate as wording a wish spell.
	The cost is known to be 30,000 gp to create, which includes 1,650 gp for the masterwork full plate.  Assembling the body requires a successful Craft (armor) check (DC 12).  
	The creator must have the Craft Wondrous Item feat, be at least 7th level, and be able to cast divine spells.  The construction must be aided by a 12th level character than can cast arcane spells.  The exact spells needed are unknown.