Medium Humanoid, Neutral
Armor Class 13 Built-in Armor
Hit Points 17 (3d10 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +4
Damage Resistances Poison
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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).

 

Actions

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.

mrwolftoe

Comments

Posts Quoted:
Reply
Clear All Quotes