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.
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.
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