Brave. Anchor has advantage on saving throws against being frightened.
Warforged Resilience. Anchor has advantage on saves against being poisoned, and is immune to disease. They also do not need to eat, breathe or drink, and do not suffer from exhaustion due to lack of rest and cannot be put to sleep magically.
Multiattack. Anchor makes two melee attacks.
Hooked Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Anchor can utter a special command or warning whenever a non-hostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Anchor. A creature can benefit from only one Leadership die at a time. This effect ends if Anchor is incapacitated.
Parry. Anchor adds 2 to their AC against one melee attack that would hit them. To do so, Anchor must see the attacker and be wielding a melee weapon.
Description
This is copied for ease of use in D&D Beyond from the 11th supplement in the Across Eberron 01 series, A Heart in Mourning. It is copied exactly as given in the supplement at the time of creation.
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