Brave. The knight has advantage on saving throws against being frightened.
Armour Spikes. Any enemy successfully grappled by a Warforged Juggernaut takes 1d8 piercing damage from its armour spikes.
Multiattack. The knight makes three melee attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Claws. Unarmed Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 9 (1d8+4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Warforged Juggernauts served as heavy shock troops during the Last War, and now serve as the elite bodyguards of the Lord of Blades. They wear adamantium full plate covered in sharp spikes.
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