Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt, shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR
9 (-1)
DEX
11 (+0)
CON
8 (-1)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Enslaved. Any creature attempting to make a charisma check on the battle slave will have to have to compete with the slave master's charisma (intimidation) check.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage

Shortbow. Ranged  Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Utilized by the most vile of armies as disposable infantry, these people are in battle to take the hits for more prioritized soldiers. Many come from tribal races such as wood elves, lizard folk, orcs, gnolls, and humans who have been conquered by more civilised races such as high elves, hobgoblins, dwarves, gnomes, and other humans. Other times a kingdom may use prisoners from their own dungeons to send into battle, those kingdoms tend to be corrupt and have unfollow able laws.

Slave Curses: Evil arcanist who use slaves are likely to use magical curse to make sure their subjects stay loyal. It could be a collar on their neck, a rune tattooed on their skin, or even an extra organ in their body, the effect is all the same. When activated, the slave will be stunned for one turn and have disadvantage against intimidation checks made by their master for one minute.

 

Monster Tags: NPChumanoid

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

wemy

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