Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.
Reckless. At the start of its turn, the zealot can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Holy Rage. The first creature hit by the zealot each turn takes an additional 1d6+3 radiant damage.
Local Robot Literally Too Angry to Die. Once per day, if killed the warforged zealot can be raised from the dead without material cost if a healing spell is cast on it within the first minute. The zealot will rise with the number of hit points restored by the spell.
Multiattack. The warforged zealot can make two attacks with its iron fists.
Iron Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) bludgeoning damage.
Description
This warforged juggernaut has forgone any use of weapons beyond its own massive armored fists, relying on its immense strength and holy fury to simply pound it's meatsack enemies into red paste. It appears to have been rebuilt many, many times from grievous wounds and seems utterly unconcerned with its own survival.
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