Core Damage. Every time a Volatile Warforged is damaged in combat, there is a 10% chance the core will be damaged, causing a lesser version of the Detonate ability (4d6 fire damage).
Charge. The Volatile Warforged can use it's action to send all of it's electrical energy to it's core. It is unable to move or take any reactions while doing this.
Detonate. If the Volatile Warforged used it's last action to use Charge, it can use this action to overload it's core with electrical energy, causing it to self-destruct. All creatures within 15ft must make a Dexterity saving throw (DC12). On a fail, creatures take 8d6 fire damage, on a save the damage is halved.
Metal Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) [piercing/slashing] damage.
Description
A smaller version of the average Warforged soldier. Weaker than most but faster and usually found in groups.
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