Warforged Resilience. The Capturer has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Capturer's Ability. The Capturer counts as one size larger when carrying or pulling its targets.
Shackles. The capturer has 1d4 + 1 pairs of manacles.
Mist firer. Area Attack: The Capturer expels mist from its arm in a 30 foot cone. Each creature in this cone must suceed on a DC 15 Constitution saving throw. On a fail, a creature falls unconscious for 48 hours.
Armtorch. Melee Attack: +5 to hit, reach 5 ft., one target Hit: 6 (1d6 + 3)
Shoulder Mounted Net Ballista. Ranged Attack: Ranged 60 ft, +5 to hit .The Capturer fires a chain net from his net ballista at a target within range. On a hit, the target is restrained. It takes a sucessful DC 20 Athletics check to break the net.
Shoulder Mounted Net Ballista. After the Capturer uses his Mist Firer attack, it can make a Net Ballista attack as a bonus action on the unconscious people.
Agression. If one of the Capturer's allies attacks a creature within 5 feet of it, the Capturer can impose advantage on the attack roll.
Description
Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.
Previous Versions
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