Helmed Horror

==Summary==
Helmed Horrors are silent warriors and guardians hailing from the time of the Netherese empire, created through powerful magic to create a construct with a sentience of its own. These warriors are designed to be loyal beyond a fault, and highly effective against invading spellcasters in particular. Despite appearing like simple animated suits of armor, Helmed Horrors in fact bear many magical abilities of their own, including the ability to imbue their weapons with arcane power and to see invisible foes.
==Powers and Stats==
Tier: from to | At least , likely , possibly 
Key: Helmed Horror | Battle Horror
Name: Helmed Horror, Battle Horror, Shadowguard
Origin: Dungeons and Dragons
Gender: Inapplicable
Age: Varies, the oldest are many thousands of years old
Classification: Sentient Construct
Powers and Abilities: Superhuman Physical Characteristics, Inorganic Physiology (Type 2), Weapon Mastery (They are capable of adeptly wielding any martial weapon), Immortality (Types 1 and 2, Detached body parts can simply be reattached), Extrasensory Perception (Helmed Horrors can detect invisible creatures around them, such as ghosts, spirits, or merely those rendered invisible by magic), Flight (Horrors actually simply levitate across the ground and may fly should the situation suit them), Gravity Manipulation (All Horrors are constantly under the effects of a Feather Fall spell, preventing gravity from affecting them in the same way it would otherwise affect them), Telepathy (Can read the minds of individuals attempting to read their own minds), Absorption and Attack Reflection (Attacks of pure energy are absorbed into the Horror, healing it- excess spell damage that isn't required for healing is instead reflected back at the attacker), Regeneration (Mid-Low, Horrors can slowly regenerate, repairing their armor as they go), Enhanced Senses (Can see in total darkness just fine), Fire Manipulation/Ice Manipulation/Explosion Manipulation/Electricity Manipulation/Sound Manipulation/Statistics Amplification (Helmed Horrors often bear magically enhanced weaponry, granting them elemental damage types, deafening sound blasts, or even extreme boosts to their speed), Pain Manipulation (Some variations of Helmed Horrors bear weapons that open supernatural wounds on a target, that continuously expand), Extreme Resistance to Energy Manipulation, Soul Manipulation, Death Manipulation, Poison Manipulation, Sense Manipulation, Mind Manipulation, Empathic Manipulation, Fear Manipulation, Paralysis Inducement, Petrification, Magic, Reality Warping, Holy Manipulation, Subjective Reality, Fire Manipulation, Metal Manipulation, and Electricity Manipulation (See here) | All previous abilities plus Portal Creation (Battle Horrors can cast Dimension Door to open a fold in space to effectively teleport), Teleportation (Blink causes the user to teleport every few seconds, allowing quick battlefield maneuverability), Energy Projection and Homing Attack (Magic Missile hits unerringly even through barriers ranging from metal to stone to forcefields)
Attack Potency: Varies from Wall level (The weakest Battle Horrors are still leagues ahead of typical magi capable of casting Burning Hands) to Building level (Whereas the strongest Battle Horrors, those of the Netherese empire, are capable of battling magi capable of casting Cone of Cold) | At least Large Building level (Typical helmed horrors compare to magi capable of casting Freezing Sphere), likely City Block level (Comparable to casters of Lower Water), possibly Multi-City Block level (Comparable to magi capable of disintegrating an entire temple with one spell)
Speed: Varies from Subsonic (Easily capable of evading point-blank arrows) to Hypersonic+ with High Hypersonic+ reactions (Superior to individuals capable of dodging short-ranged lightning) | Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat)
Lifting Strength: Class 5 (All Helmed Horrors can push somewhere in the territory of 1.5 metric tons) | Class 5 (Battle Horrors can push over 4 metric tons)
Striking Strength: Varies from Wall level to Building level | At least Large Building level, likely City Block level, possibly Multi-City Block level
Durability: Varies from Wall level to Building level | At least Large Building level, likely City Block level, possibly Multi-City Block level
Stamina: Infinite
Range: Extended Melee Range | Extended Melee Range, Hundreds of Meters via spells
Standard Equipment: Magical weapons of any shape, magical abilities are randomly decided as seen here or here
Intelligence: Average to Above Average, depending on how much work was put in by its original creator
Weaknesses: Horrors will not actively pick up dismembered body parts for themselves- another must do it for them
==Notable Matchups==
Victories:
Apocalypse Bird (Lobotomy Corporation) Apocalypse Bird's Profile (Second key Helmed Horror used, speed equalized, Helmed Horror had prior knowledge, and starting distance was 20 meters)
Spider-Man (Spider-Man Unlimited) Spider-Man's Profile (8-A Battle Horror used, speed was equalized, and starting distance was 20 meters)
Losses:
Inconclusive:
Category:Dungeons and Dragons
Category:Characters
Category:Game Characters
Category:Fantasy Characters
Category:Inorganic Beings
Category:Weapon Masters
Category:Extrasensory Perception Users
Category:Immortals
Category:Flight Users
Category:Gravity Users
Category:Absorption Users
Category:Attack Reflection Users
Category:Telepaths
Category:Regeneration Users
Category:Enhanced Senses Users
Category:Fire Users
Category:Ice Users
Category:Explosion Users
Category:Electricity Users
Category:Sound Users
Category:Statistics Amplification Users
Category:Pain Users
Category:Portal Users
Category:Teleportation Users
Category:Energy Projection Users
Category:Homing Attack Users
Category:Sword Users
Category:Crossbow Users