Danger Sense. The Warsworn has advantage on initiative rolls.
Regeneration. The Warsworn regains 10 hit points at the start of each of it's turns if it has at least 1 hit point.
Sentinel. When the Warsworn hits a creature with an opporunity attack, the creature's speed becomes 0 for the rest of the turn. Additionally, creatures provoke opportunity attacks from it even if they take the disengage action before leaving it's reach.
Multiattack. The Warsworn makes three attacks, one of which can be the Bola, if it is ready.
Bola (Recharges 5-6). The Warsworn throws it's Bola at a creature it can see within 60 feet of it. That creature must make a DC 16 Dexterity saving throw or take 11 (2d10) bludgeoning damage, and be restrained by the Bola. The target remains restrained this way until the target succeeds on a DC 16 Dexterity or Strength Save or until the bola (5hp) is cut using a dagger. If the restrained creature attempts to cut their own bonds they must roll at disadvantage.
Hammer Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 +5) bludgeoning damage, and the creature must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The creature can make the save again at the end of each of it's turns, ending the effect on itself on a success.
Blade Arm. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it suffers a bleeding wound that deals 3 (1d6) slashing damage at the start of each of it's turns. Each time the Warsworn hits the wounded target with this attack, the damage increases by 3 (1d6).
Ballista. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 19 (3d10 + 5) piercing damage.
Description
the Warsworn is a half-giant fused with armor plating and other war weapons that serves as a guardian for prisons and magical lairs. It's brute strength and large weaponry make it a formidable machine of war.
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