Medium Humanoid (Warforged), Neutral
Armor Class 16 (natural armor)
Hit Points 113 (15d8 + 45)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +6, WIS +5
Skills Acrobatics +5, Perception +4, Stealth +5, Survival +4
Damage Resistances Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 20 ft, Darkvision 90 ft, Passive Perception 14
Languages Common Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Assassinate. The warforged has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit the warforged assassin scores against a creature that is surprised is a critical hit.

Cloaked Movement. The warforged can use dash and hide as a bonus action and its movement does not trigger opportunity attacks. If the warforged is in dim light when it hides, it become invisible until the start of its next turn. 

Mute. As a bonus action, the warforged projects a field of silence centered on itself with a radius of 10 ft. Any creature or object entirely inside the field is immune to thunder damage deafened. Spells with verbal components cannot be cast within the field. The warforged has advantage on dexterity (stealth) checks. 

Living Construct. The warforged assassin is immune to disease. It does not need to eat or breathe, but can ingest food and drink.

Sneak Attack. The warforged deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the warforged assassin that isn't incapacitated and the warforged assassin have disadvantage on the attack roll.

Actions

Multiattack. The warforged can make two attacks with his Shadow Blade and one with his Poison Dart.

Shadow Blade. Melee Weapon Attack: +7 to hit, range 5ft., 1 target. Hit: 10 (2d8+2) slashing damage. Any mage concentrating on a spell must make the check with disadvantage.

Poison Dart. Ranged Weapon Attack: +7 to Hit Range 60/120 ft., 1 Target. Hit: 10 (2d4+2) piercing and (2d4+2) poison damage. On hit, a creature must make a consitution saving throw (DC 15) or become poisoned. While poisoned, it also takes 4 (1d4+2) poison damage at the start each of its turns. Creatures can repeat the saving throw at the end of their turn. 

Reactions

Shadow Step. When an attacker that the warforged can see hits it with an attack, the warforged assassin can use its reaction to halve the attack's damage against it and teleport 15 ft. to an unoccupied space it can see. 

 

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, they struggle to understand their place in the world.

Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.

Monster Tags: construct

RichBarbarian

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