AC 12
HP 27 (5d8 + 5; bloodied 13)
Speed 40 ft.
Proficiency +2; Maneuver DC 13
Skills Athletics +5, Perception +3 (+1d4)
Senses darkvision 60 ft., passive Perception 15
Languages any two
Strange Gifts. The warrior has a bestial feature. Roll 1d6.
1–2: Long Arms. The reach of the warrior’s melee attacks increases by 5.
3–4: Tail. The warrior gains an expertise die on checks made to balance or climb or make Sleight of Hand checks. Its tail can carry objects weighing up to 5 pounds.
5–6: Pincers. When the warrior hits with a claw attack, the target is grappled (escape DC 13).
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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.