Warsworn
Description
Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons. The shambling, serpentine form of a warsworn creates a grotesque, metallic cacophony as the weapons and armor of countless souls clash as though still in the throes of a never-ending battle.
A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers. Once created, a warsworn exists to spread the rage of war, ravage the land, and spread the carnage of battle.
A typical warsworn weighs several tons and can reach a height of up to 25 feet. A newly formed one is much smaller, but quickly consumes nearby corpses from a battlefield or mass grave and swells to its full size. It is always hungry for more dying bodies. It prefers to absorb warriors and soldiers, but willingly consumes any suitable humanoid. Its constant grinding motion breaks its component parts, giving it plenty of scrap to hurl at distant foes.
Combat Stats
- Melee
- 4 slams +21 (2d6+12 plus energy drain)
- Ranged
- 1 scrap ball +12 (2d6+12)
- Space
- 20 ft.
- Reach
- 5 ft.
- DR
- 10/bludgeoning and magic
- Defensive Abilities
- channel resistance +4
- Aura
- frightful presence (60 ft., DC 26)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Absorb Dying Creature — A warsworn can consume any dying creature by moving into the same space. This immediately kills the creature, absorbs the corpse into the warsworn, and heals the warsworn by an amount equal to the creature's Constitution score. Absorbed corpses can't be resurrected by any effect short of a miracle or wish until the warsworn that consumed them is destroyed.
energy drain (1 level, DC 26)
trample (2d6+18, DC 31)
Special Qualities
Profane Magic — Protection from evil blocks attacks from a warsworn's spell-like abilities. Weapons animated by the warsworn are damaged by channeled energy as if undead.
Feats
Awesome Blow, Blind-Fight, Greater Overrun, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Step Up, Strike Back
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Skills
Climb +33, Perception +27, Swim +30
Spells
- Type
- Undead
- Alignment
- NE
- Size
- Gargantuan
- Environment
- any
- Organization
- solitary
- Treasure
- double standard (nonmagical armor and weapons)
- Senses
- darkvision 60 ft.; Perception +27
- Aura
- frightful presence (60 ft., DC 26)
- Languages
- Common (can't speak)
- Source
- Bestiary 4