Large Construct, Any Lawful Alignment
Armor Class 16 Plate
Hit Points 85 (16d10 + 5)
Speed 35 ft., Climb 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +6, CON +6, WIS +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Unconscious
Senses Passive Perception 16
Languages Celestial, Common, Dwarvish, Elvish, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Guardian of the Realm. Warstrider has proficiency in hunting one class of enemies, (Fiend, Fey, Humanoid, Beast, etc)

Spellcasting. The Warstrider is a 2-level spellcaster. Its spellcasting ability is Wisdom. (spell save DC 14, +3 to hit with spell attacks). The Warstrider has the following [class name] spells prepared:
Cantrips (at will): Mending, Light, Booming Blade, Bladeward, Spare the dying
1st level (4 slots): Command, Compelled duel, Heroism, Thunderous Smite, Searing                                         Smite, and Shield of Faith

2cnd level (2 slots): Magic weapon, Lesser Restoration

Guardian Shield. The Warstrider must declare that it is using its shield at the beginning of its turn. When the Warstrider is using its shield the Warstrider gains a +2 bonus to its AC and will force the attacking creature to make a DC 12 Dexterity check. If the target fails the Warstrider will reflect 1/10th [minimum of 1] of the damage taken [if any] back onto the target in the form of (Radiant, Fire, Necrotic, etc based on its alignment and faction) damage. Whilst Wielding the Shield the Warstrider either loses 15ft of movement or suffers disadvantage on any attack roll it attempts.

Spirit of Chivalry. A Warstrider takes honor very seriously and will not easily be swayed into a scheme that is unlawful or underhanded. (DC 20 persuasion)

Versatile Champion. A Warstrider is equipped with any ONE combination of the following weapons:

 A Honor Blade/Guardian shield/ and Mounted bolt-thrower, 

A Windlance Crossbow/ and Honor Blade,

A Chivalric Lance/ Guardian shield/ and Mounted bolt-thrower

Actions

Unarmed Strike (Only when the shield is not being used or with the Windlance variant). Melee Weapon Attack: +4 to hit, reach 5ft., single target. Hit: 10 (2d6+4) bludgeoning damage + 5 Force damage (Punch or Kick). OR  15 (2d10+5) bludgeoning damage + 10 Force damage (Stomp, only when target is prone or less than 4ft tall).

Honor Blade. Melee Weapon Atttack: +4 to hit, reach 6ft., single target. Hit: 30 (5d10+5) slashing damage.

Chivalric Spear. Melee Weapon Attack: +3 to hit, reach 9 ft., single target. Hit: 25 (4d10 + 5) Piercing damage. 

Windlance Crossbow. RangedWeapon Attack: +4 to hit, range 20/120ft., single target target. Hit: 12 (2d8+ 4) Piercing damage and 19 (3d10+ 4) Bludgeoning damage. After Firing the Warstrider must spend an action to reload. 

Mounted Bolt-thrower. Ranged Weapon Attack: +2 to hit, range 10/30ft two targets. Hit: 3 (1d4+1) piercing damage, and 5 (2d4+1) bludgeoning damage.

Legendary Actions

The Warstrider starts with one Legendary action and gains 1 legendary action for every 5 turns it spends in combat.

Champion's Resistance (Costs 1 Action). The Warstrider may Ignore 25 points of damage as a shield of (Radiance, Fire, Necrotic energy, depending on alignment) manifests out of its Core and absorbs the damage.

Description

Warstriders are majestic consctructs, created as defenders or noble crusaders. They are 9ft tall and made out of Wood and various metals. They have a Ryshadium Core that acts as their heart and grants them sentience. They are fully autonomous and capable of rebellion, corruption, and free thinking. Warstriders reflect the culture of those who made them but are more noble and less susceptible to corruption. 

Monster Tags: Armorconstruct

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Kuhl_Rohk

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