Warforged Trooper (3.5e Monster)
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|Size/Type:||Medium Construct (Living Construct)|
|Hit Dice:||5d10+10 (37 hp)|
|Armor Class:||19 (+6 armor, +3 dex), touch 13, flat-footed 16|
|Attack:||+1 Hunting Rifle +9 ranged (1d12+1, 20/x3) or +1 Kukri +8 melee (1d4+3, 18-20/x2) or +1 Slam +8 melee (1d4+3, 20/x2)|
|Full Attack:||+1 Hunting Rifle +9 ranged (1d12+1, 20/x3) and +1 Kukri +8 melee (1d4+3, 18-20/x2) and +1 Slam +8 melee (1d4+3, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Pulse Bomb|
|Special Qualities:||Fortification 25%, Mental Resistance 14, Trooper Traits, Warforged Traits|
|Saves:||Fort +6, Ref +7, Will +1|
|Abilities:||Str 14, Dex 16, Con 15, Int 10, Wis 10, Cha 6|
|Skills:||Balance +7, Climb +6, Hide +7, Spot +8, Survival +4, Swim +6, Tumble +7|
|Feats:||Precise ShotB, Mithral BodyRoE, Kip Up|
|Organization:||Solitary, Pair, or Troop (3-12)|
|Advancement:||By character class|
The men of iron marched tirelessly onward, wiping out the enemy army with mechanical precision.
Specialized warforged created for the war effort, the warforged trooper uses the base model of the warforged combined with superior military training and dedication. These beings are made of wood, stone, and iron and clad in mithral armor designed for utility over style and often caked in the mud of the trenches. They work as a unit, achieving goals and defending the nation they were built for. Due to their indoctrination they are a bit less free willed than the normal warforged and few have left their original purposes.
Warforged troopers are about the same size as humans, but are heavier due to their components. They speak Common and the base language of the nation they were created in.
Warforged troopers fight with their guns while hidden in emplacement or within trenches. They take aim and fire as directed, or at that which they feel is most tactically sound, then switch to knife and slam attacks in close quarters combat. They can also blindly launch pulse bombs from their hidden or protected positions. They are nothing if not practical, and seem to show little fear or compulsion due to their mental indoctrination. Thanks to Kip Up, they are not afraid to drop prone at any time for the benefits against ranged attacks and stability with their hunting rifles.
Mental Resistance (Ex): Due to their training, the warforged trooper has Spell Resistance of 10 + CR against all mind-affecting effects and fear effects.
Pulse Bomb (Su): Augmentations along their upper legs draw in latent magical energy that coalesces into spheres of solid but unstable energy that can be thrown as grenades. They have a range increment of 20 ft against AC 5 for a square, exploding into a 15 ft radius explosion dealing 5d6 points of force damage with a Reflex save for half, DC 14. The explosion is effective against objects ignoring up to 5 points of hardness and acting as a CL 5th shatter spell against vulnerable targets, dealing additional sonic damage as applicable. The trooper can generate these orbs 2/day, and the orbs become unstable and vaporize after 24 hours. At the trooper's choice they can delay detonation up to 5 rounds after throwing it. Because it is a thrown projectile it is subject to Deflect Arrows knocking it up to 15 ft off course, wind effects, and being able to arc it up and over obstructions. Throwing a pulse bomb is a standard action, and the save DC is Constitution based.
Trooper Traits: Due to their special training they effectively are trained in a class of their own. They have full BAB, good Fortitude and Reflex saves, 4+Int per level for skills, and are proficient in all simple and martial weapons, all armor, and all shields (including heavy shields). They also count as a fighter level of their HD. They are constantly under the effects of magic vestment and greater magic weapon for all armor, shields, and weapons they wield or use.
Warforged Traits: Warforged troopers are still warforged, and possess all their normal immunities and traits such as: Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. An inability to heal damage naturally. Vulnerability to spells that manipulate wood and stone. Going inert instead of dying. And no need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.