Large Construct (Warforged), Any Alignment
Armor Class 15 (Natural Armor)
Hit Points 192 (15d8 + 126)
Speed 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
25 (+7)
INT
21 (+5)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +13, INT +11, WIS +11
Skills Animal Handling +11, Arcana +11, History +11, Insight +11, Persuasion +9, Survival +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 10 ft. , Passive Perception 15
Languages All
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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 warddancing lightsmage handmessageshocking grasp
1st level (4 slots): alarmburning handscomprehend languagesshieldfind familiar
2nd level (3 slots): alter selfdarkvisionsee invisibilityshatter
3rd level (3 slots): dispel magicfearlightning bolt
4th level (3 slots): arcane eyegreater invisibility
5th level (2 slots): dominate personhold monster
6th level (1 slot): chain lightningglobe of invulnerability
7th level (1 slot): teleport, plane shift
8th level (1 slot): antimagic field

Actions

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

Habitat: Urban

DiamondxProxy

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