Medium Humanoid (Warforged), Any Alignment
Armor Class 18 natural armour, shield
Hit Points 60 (10d8 + 20)
Speed 35 ft.
STR
21 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +8, DEX +7, CON +6
Skills Athletics +5, Perception +4, Survival +4
Damage Resistances Poison
Senses Passive Perception 14
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

 

Actions

Multiattack. The warforged makes two weapon attacks or one weapon strike and one gunarm attack.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) [slashing] damage.

Gunarm. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 16 (1d10 + 5) [lightning] damage and (1d8 +2) [force] damage. 

Reactions

Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.

Description

Warforged gunners have been left to roam in the Mournland since the mourning. Without a master, the warforged gunners have formed groups to help survive in this harsh land. They are very protective of their territory, and will attack invaders on sight.

 

Monster Tags: constructhumanoid

dalbzter

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