Large Construct, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 52 (6d12 + 30)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Darkvision 60, Passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Warforged Resilience. The warforged core has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Platform. The warforged core has one platform built into its chassis. One Medium or smaller creature can ride on the platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.

Power Core. The warforged core has a core with a certain type (fire or cold) which gives it immunity to that damage type and determines the damage type of its power axe attack.

Actions

Multiattack. The warforged core makes one axehand attack and one hammerfist attack.

Axehand. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) slashing damage, plus 6 (1d10) slashing damage if the target is prone.

Hammerfist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Power Axe (Recharge 5-6). The warforged core makes a powered sweep with its axehand, and each creature within 10 feet of it must make a DC 16 Dexterity saving throw. A creature takes 14 (3d6 + 5) fire or cold damage (depending on its power core) on a failed save, or half as much damage on a successful one.

GadreelAbsoleye

Comments

Posts Quoted:
Reply
Clear All Quotes