Medium Humanoid (Warforged), Neutral
Armor Class 18 (integrated plate and shield)
Hit Points 104 (12d8 + 48)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +7, DEX +6, CON +7
Skills Athletics +7, Perception +5
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sleep Immunity. The Warforged Guard does not need to sleep and cannot be put to sleep by magical means.

Actions

Multiattack. The Warforged Guard makes two spear attacks.

Lightning Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 7 (2d6) lightning damage.

Bonus Actions

Shield Slam. The Warforged Guard makes a slam attack with its shield, +7 to hit, to any creature within 5 ft. On a hit the target must make a Dexterity saving throw, DC:17, or be knocked prone. The Warforged Guard can only make this attack if one of it's spear attacks hits.

Reactions

Spell Block. When subjected to an effect that allows you a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Erih

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