AC 13 (leather)
HP 11 (2d8 + 2; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Athletics +3, Stealth +3, Perception +4, Survival +4
Senses passive Perception 14
Languages any one
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Warriors are combatants who fight in light armor. They excel in hit-and-run raids as opposed to pitched battles. Often, warriors are not full-time soldiers. Among tribal and nomadic groups, every able-bodied hunter or herder might be expected to fight in defense of the group. In agricultural societies, farmers might band together in warrior militias.
CR 0–2 1d8 ; 1d4 , , or ; ;
Treasure ivory hunting horn (75 gp),
CR 3–4 1d4 + 4 , , or ; ; 2 ; with 1d6 + 2 ; with , , or ; with 1d6 + 2
Treasure dragon-tooth necklace (250 gp),
CR 5–10 3 to 4 riding , , , or ; with 2 and , , or ; 3 to 5 with 1d10 + 10 ; with 1d10 + 2 ; ; ; ; with 1d10 + 2
Treasure silver drinking ewer (250 gp), gold and spinel gemstone necklace (250 gp), 2 gold rings (75 gp each), 3 amber gemstones (100 gp each), ,
CR 11–16 with 4 to 6 ; with , 2 , and 1d10 + 2 ; 2
Treasure 1,400 gp, 5 amethyst gemstones (100 gp each), silver and topaz crown (2,500 gp), 2 , (bronze)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.