Warforged Resilience. The warforged pikeman has advantage on saving throws against being poisoned, as well as resistance to poison damage. It is immune to the effects of both disease and exhaustion. Additionally, it does not require food, drink, or oxygen, and magic can't put it to sleep.
Defensive Line. If the warforged pikeman has at least two other warforged pikeman positioned adjacent to it, it can elect to hold its movement at the beginning of each of its turns. If it does so, any creature that enters its range provokes an attack of opportunity from it, and attacks of opportunity it makes against said creatures are made with advantage. A medium or smaller creature may attempt to move through the warforged pikeman's defensive line by making a DC 16 Acrobatics check to slip through without provoking an attack of opportunity. Creatures that fail the Acrobatics check immediately suffer 1d10 piercing damage and are pushed back 5 feet. A creature of at least large size may attempt to break through the defensive line by making a DC 18 Strength check. Creatures that fail the check immediately suffer 1d10 piercing damage from every warforged pikeman within range to attack and are pushed back 5 feet.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 9 (1d10 + 3) [piercing] damage.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 3) [bludgeoning] damage.
Brace. When the warforged footman is targeted by a non-magical melee attack that would deal slashing or piercing damage, it can use its reaction to reduce that damage by half.
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Description
The warforged pike-man is a remarkably effective unit when put to proper use. They are fully clad in heavy plating, and bear their intimidating pole-arms with mechanical and practiced efficiency. Given a favorable position, they are easily capable of neutralizing any who would attempt to break their defensive lines with ruthless brutality. They are skilled with the pike to a fault, insofar as they are only truly exceptional at using it to form perimeters and stop advancing armies. In individual combat they can be laughably underwhelming to an experienced veteran.
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