Western Anz.
- Resistant to slashing, piercing, and bludgeoning damage
- +1 to Strength checks and saving throws when being knocked prone or grappled
- Cannot heal via magical means
Regenerative.
- May make Constitution saving throw equal to number of times sustained damage during round+10 to heal for 10 hit points per round as a reaction (up to maximum hit points), unless brought to 0 hit points
- May stop bleeding on self as a reaction, including from loss of a limb or to stop internal bleeding
- May get up with 15 hit points when stabilized, suffering level of exhaustion when doing so
- Expertise in nature and survival
Martial Code. The Anz Warrior may reroll 1s and 2s on damage rolls and scores a critical hit on a 19 or 20. The Anz Warrior also imposes disadvantage on a creature trying to make a melee attack against another Anz aligned to the Anz Warrior if said Anz is adjacent to the warrior.
Multiattack. The Anz Warrior makes three melee attacks with the scimitar or the javelin, or makes a ranged attack with the javelin.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6+4) slashing damage.
Javelin. Melee Weapon Attack: +7 to hit, reach 5 ft., range 30/120 ft. when thrown, 1 target. Hit: 10 (2d6+4) piercing damage.
Final Stand. When reduced to 0 hit points and unable to regenerate, the Anz warrior may use an attack of opportunity.
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