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==Armor Lord== <pre> Large Undead Hit Dice: 20d12 (130hp) Initiative: +0 Speed: 20ft AC: 33(-1 size, +20 Natural, +4 Shield*), Flatfooted 33, Touch 9 Base Attack/Grapple: +10 / +24 Attack: +20 Mwk Bastard Sword (2d6+10) Full Attack: +20/+15 Mwk Bastard Sword (2d6+10) Face/Reach: 10ft / 10ft Special Attacks: - Special Qualities: Blindsight 60ft, DR 15/Bludgeoning and Adamantine, Low Light Vision, Force Shield, Turn Immunity, Undead Traits Saves: Fort +6, Ref +6, Will +12 Abilities: Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills: - Feats: Power Attack(B) Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: Gear(Large masterwork Bastard Sword) Alignment: Neutral Evil Advancement: - </pre> ''"You see what appears to be a large suit of armor, holding a massive blade, blocking your path. Runes of binding are etched into the blue-enameled steel and flare to life as the armor begins a menacing advance on your position."'' Armor Lords undead crafted from the spectral remains of knights who died in service to their master. Their souls are collected and bound to an immense suit of armor, animating it as a defender. These soulbound suits of armor are the perfect guards for sensitive areas. They cannot be reasoned with, placated, deceived, or easily destroyed. They have no intelligence to speak of, and can follow only simple orders. '''Combat''' If threatened, most Armor Lords will use their Force Shield ability first to gauge the power of their attackers before moving to strike the most dangerous down first. They are methodical, and once they have chosen a target only that target's destruction will stay their hand as long as they can reach it. ''Blindsight(Ex)'': An Armor Lord's preternatural sense allows it to maneuver and fight without benefit of its visual senses. Invisibility and darkness don't affect their attack rolls, and they don't need to make spot or listen checks to notice any corporeal creature within the range of their blindsight. ''Force Shield(Su)'': At will as a swift action an Armor Lord can manifest a 10ft diameter translucent Wall of Force attached to their left arm. They may use this as a Tower Shield for all purposes, including using it for cover, but it has no maximum dexterity bonus, no armor check penalty, and no arcane spell failure chance. This shield is immune to all forms of attack except for the following: Disintegrate or Mordenkainen's Disjunction will both destroy the shield. It can, however, be restored as a swift action on the Armor Lords next turn. ''Turn Immunity(Su)'': An Armor Lord's binding magic is extremely powerful. It cannot be turned by a cleric with fewer levels than it has HD. '''Creating an Armor Lord''' Armor Lords are created by binding the spirits of the dead to a suit of armor. In order to create an armor lord you need a large suit of masterwork platemail (1,150gp), a Large Masterwork Bastard Sword (370gp), and the bodies of at least 10 humanoids whose souls will be co-mingled into the Armor Lord, and a number of Onyx gemstones worth 1,000gp Creating an Armor Lord requires a 20th level spellcaster with the spells Create Greater Undead, Wish/Miracle, Wall of Force and costs 7,000xp. '''Guardian Lord''' Rumors of a more powerful Armor Lord, known as an Armor Guardian or Guardian Lord, circulate among the whispered rumors of necromantic circles. Guardian Lords are said to be twice as powerful as Armor Lords (40 HD, BAB +20, 60 Str, 260hp) with enchanted blades (large +5 Vorpal Bastard Sword: +49 melee; 2d6+30 19-20, x2 and vorpal) great defense (Immune to Fire, Cold, and Lighting, DR 20/Adamantine and Bludgeoning and Magic, SR 55) and the ability to create towering infernos at will (Spell-like Ability: At will: Wall of Fire [Caster level 40th])
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