Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 200 (27d8 + 108)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +11, CON +10
Skills Arcana +9, Athletics +12, History +11, Intimidation +8, Perception +9, Persuasion +8, Stealth +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Poisoned, Stunned
Senses Passive Perception 15
Languages any two languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Indomitable (3/Day). The warforged can reroll a saving throw it fails. It must use the new roll.

Magic Resistance. The warforged has advantage on saving throws against spells and other magical effects.

Arcane Repair. The warforged regains 20 hit points at the start of its turn if it has at least 1 hit point. If the warforged takes lightning or acid damage, this trait doesn't function at the start of the warforged's next turn.

Giant's Strike. While Giant's might is activated, the Warforged can deal an addition 5(1d10) damage on one melee attack it makes per turn.

Runic Shackles. Once per turn, when the warforged hits with an attack, it can choose to invoke a fire rune on the target. The target must succeed on a Strength Saving throw (DC18) or take an additional 7 (2d6) fire damage and be restrained by fiery shackles for 1 minute. On a success, they take half damage and are not restrained.

A restrained creature takes 7 (2d6) fire damage at the start of each of their turns. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Actions

Multiattack. The warlord makes three weapon attacks. Additionally it can use Stone Charm.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Rifle. Ranged Weapon Attack: +10 to hit, range 80/240 ft., reload (5 shots) one target. Hit: 16 (2d10 + 4) piercing damage.

Stone Charm. One creature the warforged chooses can see within 30 feet must succeed on a Wisdom saving throw (DC 18) or be charmed by the warforged. A charmed creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. A charmed creature can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on the saving throw is immune to the warforged's charm effect for 24 hours.

Bonus Actions

Giant's Might. As a bonus action, the warforged can activate the power of its giant runes. For one minute, the warforged becomes Large and has advantage on strength checks and strength saving throws. During this time, the warforged can wield two-handed weapons with one hand and adds an additional +2 damage to weapon attacks made with strength weapons (included in the attacks).

Reactions

Storm Rune (3/day). As a reaction when the warforged or another creature it can see within 60 feet makes an attack roll, ability check or saving throw, it can cause the creature to have advantage or disadvantage on the roll.

Legendary Actions

The warforged can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warforged regains spent legendary actions at the start of its turn.

Weapon Attack. The warforged makes a weapon attack.

Move. The warforged takes its full movement.

Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of warlord’s next turn. A frightened creature must use its full movement on its turn to move away from the warforged. A creature that fails this save by 5 or more, must use also its reaction upon failing to move half its full movement away from the warforged.

Psychic Link (Costs 3 Actions). The warforged makes a link with one creature it can see within 30 feet for 1 minute. When the warforged takes damage the targeted creature must make a Charisma saving throw (DC 18). On a failure, the warforged takes half damage and the affected creature takes the other half. A linked creature can make the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to the effect for 24 hours. The warforged can only link with one creature at a time.

Monster Tags: NPC

Habitat: Urban

duncan63

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