Medium Humanoid (Warforged), Any Alignment
Armor Class 18 Natural armor, shield
Hit Points 50 (8d8 + 12)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws STR +6, CON +5
Skills Intimidation +11
Damage Immunities Poison
Senses Passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack. The warforged makes two armblade attacks.

Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.

 
Reactions

Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.

Description

Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Habitat: Urban

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