Warforged Infiltrator: Difference between revisions
Adventurer (talk | contribs) Created page with "Armor Class 16 (composite plating, natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR 11 (+0) DEX 18 (+4) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0) Saving Throws Dex +7, Int +4 Skills Acrobatics +7, Deception +3, Stealth +10 Damage Immunities poison Condition Immunities charmed, disease, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, one other language Challenge 8 (3,900 XP) Integrated Camouflage. The Warfo..." |
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{{Monster Statblock | |||
|monster_name = Warforged Infiltrator | |||
|size = Medium | |||
Integrated Camouflage. The Warforged Infiltrator has advantage on Dexterity (Stealth) checks while in dim light or darkness. | |type = Construct | ||
|alignment = Typically Lawful Evil or Neutral Evil | |||
Assassinate. During its first turn, the Warforged Infiltrator has advantage on attack rolls against any creature that hasn't taken a turn yet. Any hit the infiltrator scores against a surprised creature is a critical hit. | |ac = 16 (composite plating, natural armor) | ||
|hp = 78 | |||
Evasion. If the Warforged Infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. | |hit_dice = 12d8 + 24 | ||
|speed = 30 ft. | |||
Sneak Attack (1/Turn). The Warforged Infiltrator deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll. | |str = 11 | ||
|dex = 18 | |||
|con = 14 | |||
|int = 13 | |||
Multiattack. The Warforged Infiltrator makes two integrated blade attacks. | |wis = 11 | ||
|cha = 10 | |||
Integrated Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 24 (7d6) poison damage. On a successful save, the target takes half as much damage. | |saving_throws = Dex +7, Int +4 | ||
|skills = Acrobatics +7, Deception +3, Stealth +10 | |||
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. | |damage_vulnerabilities = — | ||
|damage_resistances = — | |||
|damage_immunities = poison | |||
|condition_immunities = charmed, disease, exhaustion, frightened, poisoned | |||
|senses = Darkvision 60 ft., Passive Perception 10 | |||
|languages = Common, one other language | |||
|cr = 8 | |||
|xp = 3,900 | |||
|traits = **Integrated Camouflage.** The Warforged Infiltrator has advantage on Dexterity (Stealth) checks while in dim light or darkness. | |||
**Assassinate.** During its first turn, the Warforged Infiltrator has advantage on attack rolls against any creature that hasn't taken a turn yet. Any hit the infiltrator scores against a surprised creature is a critical hit. | |||
**Evasion.** If the Warforged Infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. | |||
**Sneak Attack (1/Turn).** The Warforged Infiltrator deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll. | |||
|actions = **Multiattack.** The Warforged Infiltrator makes two integrated blade attacks. | |||
* **Integrated Blade.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 24 (7d6) poison damage. On a successful save, the target takes half as much damage. | |||
* **Hand Crossbow.** Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. | |||
|reactions = — | |||
|legendary_actions = — | |||
|roleplaying_notes = This warforged is a dedicated assassin, programmed for stealth and deadly efficiency. It prioritizes eliminating high-value targets quickly and quietly, relying on surprise and poison to minimize resistance. It is emotionless and single-minded in its tasks. | |||
|image = | |||
|campaign =Echos of Lhynn | |||
|appearance = Built from dark, non-reflective metal plates designed to absorb light, giving it a sleek, angular profile. Its joints are silent, and its movements are unnervingly smooth. | |||
|voice_mannerisms = Speaks only when necessary, in a flat, synthesized monotone. It never wastes movement. | |||
|bond = Fealty to its creator or programming directive. | |||
|ideal = Efficiency. The mission is all that matters. | |||
|flaw = Adherence to its programming makes it predictable when facing unforeseen circumstances. | |||
|info = A specialized warforged unit built specifically for infiltration and assassination, often serving military commanders or powerful spy networks. | |||
|equipment = Integrated poison reservoir, hand crossbow (integrated), specialized camouflage plating. | |||
}} | |||
Revision as of 22:55, 13 October 2025
Warforged InfiltratorMedium Construct, Typically Lawful Evil or Neutral EvilArmor Class 16 (composite plating, natural armor) (natural armor)
Saving Throws Dex +7, Int +4 **Integrated Camouflage.** The Warforged Infiltrator has advantage on Dexterity (Stealth) checks while in dim light or darkness.
Actions
Reactions— Legendary Actions— Roleplaying NotesThis warforged is a dedicated assassin, programmed for stealth and deadly efficiency. It prioritizes eliminating high-value targets quickly and quietly, relying on surprise and poison to minimize resistance. It is emotionless and single-minded in its tasks. Additional InfoAppearance Built from dark, non-reflective metal plates designed to absorb light, giving it a sleek, angular profile. Its joints are silent, and its movements are unnervingly smooth. |