Warforged Charger (CR 5)

Large Construct (Living Construct)
Alignment: Usually lawful neutral
Initiative: +0
Languages: speaks the language of its creators, usually Common


AC: 17 (-1 size, +8 Adamantine Body), touch 9, flat-footed 17
Hit Dice: 4d10+20 (42 hp); DR: 2/adamantine
Fort +6, Ref +1, Will -1
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Slam +7 melee (1d8+5 or Powerful Charge 1d8+5 plus 2d6)
Full Attack: 2 slams +7 melee (1d8+5)
Special Attacks/Actions: Adamantine fists
Abilities: Str 20, Dex 10, Con 20, Int 5, Wis 7, Cha 3
Special Qualities: Adamantine plating, living construct traits, moderate fortification
Feats: Adamantine Body; Improved Bull Rush; Power Attack; Powerful Charge
Skills: Jump +12
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual III

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 hammer-like 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.

Living Construct Traits (Ex): As living constructs, warforged possess a number of racial traits (see Living Construct).

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.