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.
multiattack. can execute two attacks with steam gauntlets.
steam gauntlet. the strikers hands are powered by their own: +3 to hit, reach 5ft. (2d8 + 4) [bludgeoning] damage.
guard. puts arms up to block (adds +2 to armour class), cannot attack until guard is let down (is a bonus action).
steam. once per turn the Striker may exhaust the built-up steam from it's joints, giving itself 15+ ft of movement.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
majority of its body is the same as most Warforged, key differences being its hands are larger with their own separate (but smaller) generators and hydraulics around the wrist, all to counterbalance the weight and make the striker move faster, also has hydrolics at the heels.
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.
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