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Brand Torek

Challenge
Tags
str
12
dex
18
con
16
int
12
wis
18
cha
12

AC 16 (leather)

HP 90 (12d8 + 36; bloodied 45)

Speed 30 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Dex +7, Wis +7

Skills Nature +4 (+1d6), Perception +7 (+1d6), Stealth +7 (+1d4), Survival +7 (+1d6)

Senses passive Perception 20

Languages Common, Druidic


Keen Hearing and Sight. The strider has advantage on Perception checks that rely on hearing or sight.

Trackless Travel. The strider can’t be tracked by nonmagical means.

Trained Accuracy. The strider’s weapon attacks deal an extra 7 (2d6) damage (included below).


ACTIONS

Multiattack. The strider attacks twice.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage.


BONUS ACTIONS

Aimed Strike. The strider gains advantage on their next attack made before the end of their turn.

Skirmish Step. The strider moves up to half their Speed without provoking opportunity attacks .

Encounters

The county is patrolled by Brand Torek ( strider ), a large and easygoing bear of a man proficient in hammer and bow that reports directly to Lord Pemberton. A tall man with broad shoulders, Brand has a neatly trimmed beard which doesn’t hide his square jaw. A retired adventurer, he still keeps his old armor and massive warhammer hanging on the wall of his cabin-cum-office in Hengistbury. Brand is serious about his job and is rarely found in his office as he spends much of his time patrolling the villages and roads. He dotes on his niece Ariadne and would hate to see any harm befall her. His official title is “sheriff” and he is occasionally assisted by Yara Bloodclaw and Jayel.

Monster Type Description

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.