Medium Construct, Neutral
Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 25 ft.
STR
10 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
7 (-2)
WIS
7 (-2)
CHA
1 (-5)
Skills Perception +3
Senses Passive Perception 10
Languages Common Can’t speak (unless otherwise noted) but can hear and understand Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Line Tactics. The Warforged has advantage on attack rolls if at least one of the Warforged’s brethren is within 5 feet of it on a cardinal direction, the brethren isn’t incapacitated and neither moved that turn.

 

Proto-Integrated Protection. 

  • For the Warforged to don armour other than a shield, they must incorporate it into their body over the course of 1 hour, during which they remain in contact with the armour. To doff armour, they must spend 1 hour removing it.
  • While they live, the armour incorporated into their body can’t be removed against their will.
Actions

Fire Musket. Ranged Weapon Attack: +5 to hit, range 40/120ft., one target. Hit: 9 (1d12 + 3) piercing damage.

 

Fire Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Description

Created with 1750 GP of materials of which components only its creator knows and 1 week of time, in which 4 hours must be spent crafting it minimum per day.

Can have one active per 2 levels in artificer with the first one only costing 750 GP.


These beings are created to protect warforge kind in a world where most living beings see them as mere tools to be used.

They are seen guarding and fighting for a golden and silver warforge of utmost craftsmanship, seemingly acting more akin to a part of the silver warforge’s body rather than an external being.

Previous Versions

Name Date Modified Views Adds Version Actions
9/19/2023 12:59:03 AM
5
1
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Coming Soon

Monster Tags: Misc Creatureconstruct

Habitat: ArcticCoastalDesertForestGrasslandHillMountainUnderdarkUrban

TwoSleepy

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