W arforged H ive L ord 18 W arforged M agus 14 W arforged S niper 11
Medium Humanoid (Living Construct), Lawful Neutral CR Medium Humanoid (Living Construct), Lawful Neutral CR Medium Humanoid (Living Construct), Lawful Neutral CR
Armor Class 18 (adamantium body) Armor Class 15 (mithril body) Armor Class 18 (mithril body)
Hit Points 230 (20d12 + 100) Hit Points 78 (12d6 + 36) Hit Points 65 (10d6 + 30)
Speed 30 ft. Speed 20 ft. fly speed 25 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 20 (+5) 18 (+4) 10 (+0) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 10 (+0)
Saving Throws Con +13, Str +13 Saving Throws Wis +10, Int +11 Saving Throws Con +11, Dex +13
Skills Intimidation +8, Athletics +13 Skills Investigation +11, Insight +10, Arcana +11 Skills Stealth +13, Perception +12, Acrobatics +13
Damage Resistances slashing, piercing, bludgeoning, necrotic Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison, psychic Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned, paralyzed, exhaustion, charmed, frightened Condition Immunities poisoned, paralyzed, exhaustion, charmed, frightened Condition Immunities poisoned, paralyzed, exhaustion, charmed, frightened
Senses Darkvision 120ft. Blindsense 20ft., passive Perception 12 Senses Darkvision 120ft., passive Perception 14 Senses Darkvision 120ft., passive Perception 22
Languages Common, Dwarvish, Draconic Languages Common, Dwarvish Languages Common, Dwarvish
Challenge 18 (20000 XP) Proficiency Bonus +8 Challenge 14 (11500 XP) Proficiency Bonus +6 Challenge 11 (7200 XP) Proficiency Bonus +8
Create Soldiers 4/rest. The Warforged Hive Lord loses 30 hit points and creates Spellcasting. The warforged magus is a 12th-level spellcaster. Its spellcasting Innate Spellcasting. The warforged sniper's innate spellcasting ability is
a Warforged Soldier in an unoccupied space within 30ft. of it. ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast
warforged magus has the following wizard spells prepared: the following spells, requiring no components:
A ctions
Cantrip (at will): shocking grasp, acid splash At will: blur
Multiattack. The Warforged Hive Lord makes four great sword attacks.
1st level (4 slots): magic missile, repair, chromatic orb, witch bolt 3/day: greater invisibility
Great sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 12 2nd level (3 slots): blur, scorching ray, hold person
(2d6 + 5) slashing damage. 3rd level (3 slots): counterspell, dispel magic, lightning bolt A ctions
4th level (3 slots): fabricate, greater invisibility, locate creature
Particle Rifle. Ranged Weapon Attack: +13 to hit, range 80/600 ft., one creature.
R eactions 5th level (2 slots): wall of force, creation, telekinesis
6th level (1 slots): disintegrate, chain lightning Hit: 32 (6d8 + 5) necrotic damage.
Parry. The Warforged Hive Lord adds +2 AC to against one attack it can see. Multiattack. The Warforged Sniper makes two particle rifle attacks
R eactions
L egendary A ctions Reactive Shielding. The Warforged Magus casts the shield spell gaining +5 AC D escription
The warforged hive lord can take 3 legendary actions, choosing from the until the end of its next turn. These Warforged are deadly snipers, and are extremely accurate with their built
options below. Only one legendary action can be used at a time and only at the in Particle Rifles.
end of another creature's turn. The warforged hive lord regains spent legendary D escription
actions at the start of its turn. These Warforged are gifted with the ability to cast an array of spells that aid
their allies and harm their enemies. Often deployed in pairs of two along with
W arforged S oldier 4
War Cry (3 actions). The Warforged Hive Lord and all Warforged within 60ft. Medium Humanoid (Living Construct), Lawful Neutral CR
that can hear it gain +4 to damage and +2 to hit for one minute. soldiers and juggernauts.
Sunder Armor (2 actions). The Warforged Hive Lord makes a great sword Armor Class 15 (composite plating, shield)
Hit Points 30 (4d8 + 12)
attack reducing the targets AC by four on a successful hit until the end of the
Warforged Hive Lords next turn.
W arforged S cout 4 Speed 30 ft.
Medium Humanoid (Living Construct), Lawful Neutral CR
Move (1 action). The Warforged Hive Lord moves up to its speed. STR DEX CON INT WIS CHA
Armor Class 16 (mithril body)
D escription Hit Points 37 (5d8 + 15) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0)
Speed 35 ft.
The Hive Lord is the master of all the warforged it has created, they act as Saving Throws Con +7, Str +6
extensions of its own mind making the Hive lord and its underlings extremely Skills Athletics +6
STR DEX CON INT WIS CHA
dangerous to engage. Damage Resistances necrotic
8 (–1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 10 (+0) Damage Immunities poison
Condition Immunities paralyzed, poisoned, exhaustion, charmed, frightened
Saving Throws Con +7, Dex +8
W arforged J uggernaut 12 Skills Stealth +8, Perception +7, Acrobatics +8
Senses Darkvision 60ft., passive Perception 11
Languages Common, Dwarvish
Medium Humanoid (Living Construct), Lawful Neutral CR
Damage Resistances necrotic Challenge 4 (1100 XP) Proficiency Bonus +4
Damage Immunities poison
Armor Class 18 (adamantium body) Condition Immunities paralyzed, poisoned, exhaustion, charmed, frightened Innate Spellcasting. The warforged soldier's innate spellcasting ability is
Hit Points 92 (8d12 + 40) Senses Darkvision 60ft., passive Perception 17
Speed 30 ft. Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast
Languages Common, Dwarvish the following spells, requiring no components:
Challenge 4 (1100 XP) Proficiency Bonus +4
STR DEX CON INT WIS CHA
At will: shocking grasp
18 (+4) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Innate Spellcasting. The warforged scout's innate spellcasting ability is
3/day: stoneskin
Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast
Saving Throws Con +11, Str +10 the following spells, requiring no components:
Skills Intimidation +6, Athletics +10 A ctions
Damage Resistances slashing, piercing, bludgeoning, necrotic At will: blur Long sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d8 +
Damage Immunities poison 3/day: greater invisibility
Condition Immunities poisoned, paralyzed, exhaustion, charmed, frightened 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to
Senses Darkvision 60ft., passive Perception 11 make a melee attack.
Languages Common, Dwarvish A ctions
Challenge 12 (8400 XP) Proficiency Bonus +6 Multiattack. The Warforged Soldier makes two long sword attacks.
Crossbow, light. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one creature.
Innate Spellcasting. The warforged juggernaut's innate spellcasting ability is
Hit: 8 (1d8 + 4) piercing damage. R eactions
Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + Parry. The Warforged Soldier adds +3 to AC against one attack it can see.
the following spells, requiring no components: 4) piercing damage.
At will: hunter's mark Sneak Attack. The Warforged Scout adds 3D6 extra damage when it has D escription
3/day: armor of agathys, enhance ability advantage on the attack roll. These Soldiers make up the expendable portion of the Warforged Hive Minds
Multiattack. The Warforged Scout makes two short sword attacks or one light military might. They are often found with Warforged of other castes such as
A ctions crossbow attack and one short sword attack. Battle Casters and Scouts.
Great sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 11
(2d6 + 4) slashing damage. R eactions
Multiattack. The Warforged Juggernaut makes three great sword attacks. Parry. The Warforged Scout adds +2 to AC against one attack that it can see.
R eactions D escription
Parry. The Warforged Juggernaut adds +2 to AC against one attack that it can The forward scouts of the Warforged Hive Mind. Fast and agile these Warforged
see. fire from a distance, using their ability to become invisible to get the drop on
their foes.
D escription
These Juggernauts are tough hard hitting Warforged, often deployed as field
commanders and as heavy shock troops.