Warforged Charger

Large Construct (Living Construct)
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (–1 size, +8 Adamantine Body), touch 9, flat-footed 17
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d8+5 or Powerful Charge 1d8+5 plus 2d6)
Full Attack: 2 slams +7 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adamantine fi sts
Special Qualities: Adamantine plating, damage reduction 2/adamantine, living construct traits, moderate fortification
Saves: Fort +6, Ref +1, Will –1
Abilities: Str 20, Dex 10, Con 20, Int 5, Wis 7, Cha 3
Skills: Jump +12
Feats: Adamantine BodyB, Improved Bull Rush, Power Attack, Powerful ChargeB
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4
This construct looks like an ogre-sized gorilla, walking on both its short legs and its hammerlike hands. Its body is heavily plated.
An earlier model of warforged than the scouts and soldiers, chargers are larger, less intelligent, and generally less adaptable than their successors. They are designed for a single task: charging enemy defenses and pounding them to rubble.
A warforged charger stands 10 to 11 feet tall and weighs up to 2,400 pounds. It haltingly speaks the language of its creators, usually Common.


Warforged chargers demonstrate less strategy and initiative than smaller warforged, clinging to their simple orders or, barring that, smashing anything that gets in their way.
Adamantine Fists (Ex): A warforged charger’s hammerlike fists are forged of adamantine, allowing it to overcome the damage reduction of other constructs and to ignore the hardness of objects.
Adamantine Plating (Ex): The composite plating used to build most warforged is enhanced to adamantine in the warforged charger (reflected in the Adamantine Body feat), providing a +8 armor bonus and granting damage reduction 2/adamantine. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged charger cannot wear armor or magic robes. A warforged charger can be enchanted just as armor can be. The creature must be present for the entire time it takes to enchant it.
Adamantine plating also provides a warforged charger with a 35% arcane spell failure chance. A charger is considered to be wearing heavy armor that allows a maximum Dexterity bonus of +1 and provides a –5 armor check penalty.
Moderate Fortification (Ex): When a critical hit or sneak attack is scored on a warforged charger, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Warforged Chargers as Characters

Warforged chargers almost universally adopt the fighter class on the rare occasions when they advance levels. Warforged chargers possess the following racial traits.

  • +10 Strength, +10 Constitution, –6 Intelligence, –4 Wisdom, –8 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A warforged charger’s base land speed is 30 feet, but this is reduced to 20 feet by its Adamantine-Laced Body bonus feat.
  • Racial Hit Dice: A warforged charger begins with four levels of construct, which provide 4d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +1.
  • Racial Skills: A warforged charger’s construct levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skill is Jump.
  • Racial Feats: A warforged charger’s construct levels give it two feats. It also receives Adamantine Body and Powerful Charge as bonus feats.
  • Natural Weapons: 2 slams (1d8).
  • Special Attacks (see above): Adamantine fists.
  • Special Qualities (see above): Adamantine plating, damage reduction 2/adamantine, living construct traits, moderate fortification.
  • Automatic Language: Common. Bonus Languages: None.
  • Favored Class: Fighter.
  • Level adjustment +4.

Source: Monster Manual 3

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