Construct Nature. The Warforged Steed does not need to eat, drink, or breathe. It does not require sleep, and magic can’t put it to sleep. The Steed has advantage on saving throws against being poisoned, has resistance to poison damage, and is immune to disease.
Immutable Form. The clockwork steed is immune to any spell or effect that would alter its form.
Repairable. As long as it has at least 1 hit point remaining, the Warforged Steed regains 1 hit point when a mending spell is cast on it. If it has died within the last hour, a creature can, as an action, make a DC 25 Intelligence (tinker’s tools) check to revive it, provided that creature is within 5 feet of it and the creature expends a spell slot of 1st level or higher (the creature expends a spell slot only if it succeeds on the check). The Warforged Steed returns to life with 1 hit point.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
Living Steel and Stone. Warforged Steeds are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints.
Previous Versions
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1/25/2020 11:30:45 PM
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Coming Soon
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