| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 9 | −1 | −1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 8 | −1 | −1 |
| CHA | 10 | +0 | +0 |
Anti-magic Susceptibility. The armor is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the War forged armor remains motionless, it is indistinguishable from a normal suit of armor.
Shield. A physical shield that protects from physical melee and ranged attacks.
Mystic Shield. A shield made of solid light energy that can block any elemental spell.
Multiattack. The guardian makes two melee attacks.
Stomp. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning damage plus 8 (2d6) Force damage.
Description
The sentient Warforged learned to develop their own tactics and strategies alongside their House Cannith artisan counterparts. They developed a series of mounts and vehicles that benefitted specific combat roles. There are rumors that some of these blueprints were stolen and can be found on rare occasions by war buffs, collectors, or otherwise nefarious persons interested in war memorabilia.
Though they are alive through the same blending of organic and inorganic materials, these simpler models of Warforged are not designed to be sentient. Therefore, Chargers are larger, less intelligent, and generally less adaptable than their creators. They are typically designed for a single task: speed and camouflage for scouting, durability and endurance for light infantry movements or cavalry, or simply charging enemy defenses and pounding them to rubble. A Warforged Charger can range in size and can stand 10 to 11 feet tall, weighing up to 2,400 pounds. To prevent spying or subterfuge, it is programmed to understand only one language (typically that of its creator) and can haltingly speaks that language.
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