Spellcasting. The warmind is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The warmind has following wizard spells prepared, requiring no material components:
Cantrips (at will): blade ward, dancing lights, mage hand, message, shocking grasp
1st level (4 slots): alarm, burning hands, comprehend languages, shield, find familiar
2nd level (3 slots): alter self, darkvision, see invisibility, shatter
3rd level (3 slots): dispel magic, fear, lightning bolt
4th level (3 slots): arcane eye, greater invisibility
5th level (2 slots): dominate person, hold monster
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): teleport, plane shift
8th level (1 slot): antimagic field
Multiattack. The warmind can make two melee attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 3 bludgeoning damage.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) slashing damage.
Plasma Rifle. Ranged Weapon Attack: +8 to hit, range 180-300 ft., 1 target. Hit: 14 (3d8) necrotic damage.
Description
Some warforged from Ebberon learned the magic to plane shift to unknown worlds. A warmind is one that was able to survive in the unknown and build something great of themselves.
A small few of these warminds built an entire civilization on the worlds they found with intelligent life, supplying them with a beacon of hope towards a bright future. Some play the part of a benevolent God, others play the part of a tyrant, getting revenge for their long forced service while they were on Ebberon.
Lair and Lair Actions
A warminds lair is a well constructed normally underground fortress with other warforged as guards. From its lair a warmind can communicate telepathically with warforged and any other potentially sentient machine within 100 miles, an organic creature can also communicate with it if the creature has been present in the lair at least once for an hour or more.
Lair Actions
On initiative count 20 (losing initiative ties), the warmind takes a lair action to cause one of the following effects; the warmind can’t use the same effect two rounds in a row:
- The warmind moves up to its movement speed.
- Electricity launches out of the ground at a point within 60 ft. that the warmind can see, creatures within 5 ft. of that area need to make a DC 18 Dexterity saving throw, taking 38 (8d6 + 14) lightning damage on a fail, half on a success. If a creature is hit, they make a DC 14 Dexterity(Acrobatics) or Strength(Athletics) check. On a fail they fall prone
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