GU'ARMORI
by Bruce Barber





FREQUENCY:  Very rare
NO. APPEARING:  1-4
ARMOR CLASS:  -4
MOVE:  12?
HIT DICE:  1 hp (but attacks as 12 HD
monster)
% IN LAIR:  100%
TREASURE TYPE:  See below
NO. OF ATTACKS:  2 fists or 2
sword blows
DAMAGE/ATTACK:  2-1 6
SPECIAL ATTACKS:  See below
SPECIAL DEFENSES:  See belowo
MAGIC RESISTANCE:  5%
INTELLIGENCE:  Non-
ALIGNMENT:  Neutral
SIZE:  M (6? tall)
PSIONIC ABILITY:  Nil
Attack/Defense Modes:  Nil
LEVEL/X.P. VALUE:  VIII/5100

Gu'armori (singular: gu'armoru) are
animated suits of armor constructed
through the combined efforts of a magic-
user of at least 16th level and a cleric of at
least 11th level. The creation of a single
gu?armoru requires the fabrication of a suit
of adamantite-alloyed armor, the life energy
of a fallen fighter of at least 12th level, and
the casting of the following spells:  animate
dead, animate object, enchant an item,
geas, magic jar,  and  raise dead.  The exact
procedure is performed according to a
ealously guarded arcane ritual ? only
three written copies of the instructions are
known to exist. The process takes at least
four months to complete, at a cost of 35,000 
gp for each gu?armoru.

Gu?armori may be encountered stationed
at entrances, in treasure rooms, or in the
company of their creators as personal
guards. They will attack anyone who ap-
proaches within 30? of the area or thin&
they have been instructed to guard, unless a
special command word known only to the
creators is spoken. They will never venture
more than 90? from that which they have 
been instructed to protect. The original
purpose of the gu?armoru cannot be altered
by any means, magical or otherwise, except
by one or both of the creators.

The ?life force? which powers a gu?ar-
moru qualifies the creature to be classified
as a special type of undead entity, and any
cleric has a 2% -per-level chance of recog-
nizing one as such. If recognition occurs, a
cleric of 11th level or higher may (if he
chooses to make the attempt) affect a gu?ar-
moru by rolling a 20 on d20, thereby ?turn-
ing? the energy-spark which animates the
gu?armoru and resulting in the explosion of
the armor, with effects as described below. 
Gu?armori are formidable offensively,
able to inflict 2-16 hp damage on a hit with
either of their armored fists (some are out-
fitted with two-handed swords, but number
of attacks and damage per attack are the
same in either case), and are extremely
difficult to hit in return. A successful physi-
cal attack requires a weapon of +3 power
or better. Gu?armori are immune to mental
attack forms, and are well shielded against
other magical attacks. In addition to their
5% magic resistance, they are also allowed
saving throws against  all  spells capable of
causing physical damage or any sort of
physical effect (such as a  levitate  spell),
?including those against which a save is not
normally allowed (such as  magic missile)
and those for which a saving throw nor-
mally only halves damage (such as dragon
breath). In any case, a successful saving
throw indicates that the gu?armoru suffered
no  damage or other adverse effect.

However, if a gu?armoru takes even 1 hit
point of damage or is physically affected 
(i.e.,  moved) against its ?will,? the result is
spectacular and potentially deadly. This
seemingly insignificant amount of ?dam-
age? disrupts the delicate balance of
dweomers which maintain the gu?armoru,
and it will instantly blow apart, sending 
 shards of armor in all directions. Any char-
 acters or creatures within 5? of the explo-
 sion automatically take 12 hp damage
apiece, and anyone from 5 + ? to 30? away
must save versus wands to avoid taking 2-12
hp damage.

Gu?armori may be found guarding any
type of treasure, and on occasion may be
?on guard? protecting nothing at all, their
creators having died or been forced to aban-
don them without having a chance to alter
their instructions.
 
Dragon magazine - Monster Manual III - Dragon #101