Medium Construct, Neutral Evil
Armor Class 17 natural armour
Hit Points 24 (4d8)
Speed 15 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Senses Passive Perception 1
Languages Abyssal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Warforged Resilience. The warforged footman 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.

Actions

 

Sub-Machine Gun. SMG fire range 80/140 ft (4d8 + 3) [piercing] damage. role 1d10 per bullet, above a 5 the bullet hits.

bash. within 5ft the Warforged Gunner uses the SMG arm to hit it's target for 2d4 [Bludgeoning] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

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.

 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These mechanical soldiers are made of whirring bits of metal, constantly moving and adjusting. They look vaguely humanoid, except for the steel longsword that stands in the place of a left arm and a clockwork crossbow ready to fire as their right arm. 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

archer66alt

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