Aggressive. As a bonus action, the warforged can move up to its speed toward a hostile creature that it can see.
Steel Sinews. The warforged deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Multiattack. The warforged makes two attacks with its fists.
Steam-Powered Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing and 2 (1d4) fire damage.
Battle Roar (Recharges on Short or Long Rest). Each creature of the war leader’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Roar must succeed on a DC 14 Wisdom saving throw or gain disadvantage on its next attack rolls before the start of the war leader's next turn. The war leader can then make one attack as a bonus action.
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