Medium Humanoid (Warforged), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 45 (7d8 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Acrobatics +5, Athletics +5, Insight +3, Perception +4, Survival +4
Damage Resistances Poison
Senses Passive Perception 16
Languages Common, Goblin
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Enhanced Eyes: chains has advantage on all perception checks that rely on vision. Three times a day for one round, chains can activate see invisibility  as a free action.

Darkvision: chains has darkvision.

Enhanced Reflexes: Chains has 2 reactions, not one

Sentinel Mode: As a bonus action, but only at the end of his turn, Chains can enter Sentinel Mode. While in this mode, his speed is zero, but he has 4 reactions. Chains can only enter or exit sentinel mode at the end of his turn. NOTE: This is not the feat sentinel, and this ability contains only the effects contained here.

Actions

Multiattack. Chains makes two spiked chain attacks.

Chains; Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8(2d4+4) piercing and bludgeoning damage. Assume 1/2 each type if needed.

Rend. If a creature is hit by two chains attacks in succession on the same turn, it takes an additional 1d4 damage. This effect can stack, and includes any attacks of opportunity.

Trip; in place of a chains attack, Chains make a trip attempt against a single target. This is resolved as a +7 attack roll against a dex save. On failure, target falls prone

Disarm; in place of a chains attack, Chains make a disarm attempt against a single object target. This is resolved as a +7 attack roll against a dex save. On failure, target is either dropped into the space, or pulled to Chain's space.

Entangle; Three times per day, in place of his multiattack, Chains can make an Entangle attempt. This is resolved as a +7 attack roll against a dex save, in which Chains has advantage. On failure, the target is grappled and restrained, but not prone. They immedatly take 3d4+4 damage. Chains may not make any attacks while a target is entangled. At the top of his turn, Chains may deal 3d4+4 damage to an Entangled target as a free action.

Reactions

Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.

Versatile. Chains can use regular attacks, trips, and disarms as reactions, but not entangle,

Description

Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, most struggle to understand their place in the world.

Most, but not all. Custom built, the warforged known as Chains served as a bodyguard for most of the war through House Deneith. With peace and freedom, he has become an independent mercenary, though still takes most of his jobs through House Deneith contacts. Commands a very high price, due to this hiring of subcontractors to shadow him and keep him safe. If a client demands he work alone, Chains hires more. These are generally other warforged, but Chains has started to hire a crew of kobolds as well.

Chains is a specialist in personal defense, and as such will always protect his charge and try to get them out of harms way.

TieDieCleric

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