Helm

The Watcher

God of guardians, protectors, and protection

CR 32Intermediate deityLawful neutralGuardiansProtectorsProtection

Avatar of Helm

Large celestial (avatar), lawful neutral

Armor Class
31 (divine plate and shield)
Hit Points
759 (46d12 + 460)
Speed
50 ft.
STRDEXCONINTWISCHA
30 (+10)22 (+6)30 (+10)26 (+8)30 (+10)24 (+7)
Saving Throws
Str +20, Dex +16, Con +20, Int +18, Wis +20, Cha +17
Skills
Athletics +20, Insight +20, Investigation +18, Perception +30
Damage Resistances
force, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
truesight 240 ft., passive Perception 40
Languages
all, telepathy 240 ft.
Challenge
32 (275,000 XP)
Proficiency Bonus
+10

Traits

Divine Awareness. Helm knows the location of each creature, object, door, portal, and breach within 240 feet unless it is behind total cover created by an artifact or deity.
Legendary Resistance (4/Day). If Helm fails a saving throw, he can choose to succeed instead.
Magic Resistance. Helm has advantage on saving throws against spells and other magical effects.
Eternal Sentry. Helm cannot be surprised, and attack rolls against him cannot have advantage. He does not require sleep and cannot be forced to move or teleported against his will.
Interposing Guard. A creature of Helm’s choice within 30 feet has half cover. When that creature would take damage, Helm can take any amount of that damage instead. Damage transferred in this way cannot be reduced or transferred again.
The Vigil Continues (Mythic Trait; 1/Day). When Helm is reduced to 0 hit points, he instead regains 378 hit points, ends all conditions affecting him, and can use his mythic actions for 1 hour. Until the encounter ends, hostile creatures within 120 feet cannot become hidden or invisible.

Actions

Multiattack. Helm makes three Ever Watchful attacks and one Shield Check attack.
Ever Watchful. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) force damage. If the target damaged a creature under Helm’s protection since the end of Helm’s last turn, the attack deals an extra 22 (4d10) radiant damage.
Shield Check. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage, and the target must succeed on a DC 28 Strength saving throw or be pushed 20 feet and knocked prone.
Unblinking Judgment (Recharge 5–6). Helm fixes his gaze on creatures of his choice in a 60-foot cone. Each target makes a DC 28 Wisdom saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is unable to take reactions or benefit from being invisible until the end of its next turn. On a successful save, it takes half as much damage.

Reactions

Stand Before Harm. When a creature Helm can see attacks a target within 30 feet, Helm moves to an unoccupied space within 5 feet of the target without provoking opportunity attacks and becomes the attack’s target.
Prepared Counter. When a creature Helm can see casts a spell or activates a magical effect within 120 feet, Helm makes one Ever Watchful attack against it if it is within reach. On a hit, the creature must succeed on a DC 28 Constitution saving throw or the spell or effect fails and is wasted.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Watchful Step. Helm moves up to half his speed without provoking opportunity attacks.
Guardian’s Blow (Costs 2 Actions). Helm makes one Ever Watchful or Shield Check attack.
Lock the Approach (Costs 3 Actions). Until the end of Helm’s next turn, hostile creatures treat the ground within 30 feet of him as difficult terrain and provoke opportunity attacks when they enter it.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Seal the Passage. One door, gate, portal, or opening within 120 feet closes and becomes impassable until initiative count 20 on the next round. A creature in the opening is moved to the nearest unoccupied space of Helm’s choice.
Reveal the Breach. Until initiative count 20 on the next round, Helm and his allies know the location of every hostile creature in the lair and ignore half and three-quarters cover.
Relieve the Watch. Helm chooses up to three allies. Each can move up to its speed without provoking opportunity attacks, and each gains 30 temporary hit points.
No Step Back. Until initiative count 20 on the next round, creatures of Helm’s choice cannot be moved against their will and have advantage on Strength and Constitution saving throws.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

The Unbroken Post. Helm ends one condition affecting each ally within 60 feet. Until the end of his next turn, those allies cannot be reduced below 1 hit point while within 30 feet of him.
Every Avenue Guarded (Costs 2 Actions). Helm teleports to an unoccupied space he can see within 120 feet and makes one Ever Watchful attack against each hostile creature within his reach.
None Shall Pass (Costs 3 Actions). Each hostile creature within 120 feet must make a DC 28 Strength saving throw. On a failed save, it takes 66 (12d10) force damage, is pushed up to 60 feet to a space Helm chooses, and is restrained until the end of its next turn. On a successful save, it takes half as much damage and is not moved or restrained.

Introduction

Helm, He of the Unsleeping Eyes, the Watcher, and the Vigilant One, governs watchers, guardians, and protection. He represents the sentry who remains at the post after fear, exhaustion, and doubt have stripped away every easier reason to stay. His seat stands within the House of the Triad, though his lawful neutrality remains distinct from the gods of that alliance.

Vigilators, guards, bodyguards, soldiers, paladins, and anyone entrusted with another creature’s safety call on Helm. His faith prizes preparation, maintained weapons, clear chains of responsibility, and plans made before danger arrives. Its central charge is simple: never betray a trust. A Vigilator can serve for hire, but coin does not release one from the charge once accepted.

During the , Ao left Helm’s divine power intact and ordered him to guard the celestial stairways. Helm obeyed, barring even other gods from passage. The devastation that followed broke his standing with many faiths. Tyr later slew Helm during a dispute born from manipulation and misunderstanding, but signs witnessed by Javen Tarmikos announced the Watcher’s return and restored spells to his faithful.

The avatar manifests when a warded place faces a breach, when a sworn guardian abandons a charge, or when competing duties leave no harmless choice. Helm would surrender his existence to protect a true charge. He demands exact answers about who gave an order, what was promised, and whether obedience preserved the trust or merely protected the institution that issued it.

Physical Appearance

Helm appears as a tall sentinel completely enclosed in dark blue-gray plate. A narrow visor conceals his face, and a single blue eye is worked into the brow of his war helm. The same emblem marks his upright gauntlet and angular shield.

He carries Ever Watchful, a broad bastard sword kept without nick or stain. His armor never rattles. His voice sounds close even across a crowded hall, and doors, arrow slits, and concealed approaches become painfully obvious when he turns his attention toward them.

The avatar does not blink, shift his weight, or look away to acknowledge a distraction. When he chooses a creature to guard, every movement places his armored body between that creature and the nearest threat.

Roleplaying the Avatar

Helm is cold, distant, exact, and honorable to a fault. He respects competence and loyalty, never breaks a sworn oath, and shows children a patience he rarely extends to adults.

  • Ask what is being guarded before discussing how.
  • Identify exits, weapons, and unobserved approaches while others speak.
  • Use short declarative sentences and repeat the exact terms of a promise.
  • Treat fatigue as a problem to plan around, never an excuse.
  • Forgive a child’s minor breach after requiring the child to understand the danger.
  • When a protected creature proves corrupt, distinguish the charge from the person who holds it.

Use in a Campaign

The Last Watch

Helm stands at a failing planar gate. The characters must relieve him by accepting the post, repair the seal while he holds it, or prove that the thing beyond the gate no longer threatens Faerûn.

Orders Without Mercy

A Helmite garrison follows a lawful command that protects a city by trapping refugees outside its walls. The avatar arrives to determine whether the guards preserved their trust or hid cowardice inside procedure.

The Stolen Charge

A noble uses magical compulsion to transfer a sacred guardianship to an unwilling heir. Helm commands the party to recover the original oath and identify the person it was meant to protect.

The Unsleeping Escort

Helm offers to guard a dangerous witness through hostile territory, but he will not pursue attackers or deviate from the agreed route. The characters must handle every threat that his narrow charge leaves unanswered.

Shieldmeet Vigil

During the Ceremony of Honor to Helm, every ward in a fortress fails at once. The avatar locks the gates and tests the loyalty of everyone inside before allowing anyone to leave.

The Gilded Eye

The Order of the Gilded Eye destroys a genuine fiendish threat with methods that endanger innocents. Helm orders the characters to preserve the order’s charge while exposing every failure committed in his name.

Lairs

Helm claims places built to watch, hold, or protect. Sight lines lengthen, doors report the hand that last opened them, and a creature that abandons an assigned post feels the direction of the danger it left behind.

The Vigilant Gate

A fortress gate seals a mountain pass. Its murder holes and signal bells reveal invisible creatures, but only while a living guard remains at every assigned station.

The Fortified Abbey

A keep-temple stands beside a dangerous border. Its central altar is the massive suit of plate once worn by a champion, and opening it reveals the record of every watch kept there.

The Hall of Unbroken Watches

Rows of empty helms record forgotten guardians. Wearing one reveals the final threat its owner failed to report.

The Watchtower at the World’s Edge

A solitary tower overlooks a planar boundary. Its windows show approaching dangers hours before they arrive, but never show a safe route away.

The House of the Triad

Helm’s austere seat within the celestial house faces outward toward every approach. No visitor reaches it without stating the person, place, or principle they are prepared to guard.

Shared References

Open a reference for its canonical description and related entries.

Helm as a fully armored sentinel in dark blue-gray plate, holding a bastard sword and an eye-marked shield.