16 (natural armor, shield)
30 (4d8+12)
walk 30 ft.
Athletics +5, Perception +4, Survival +4
poison
Common
1
The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.
The warforged makes two armblade attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.