Medium Humanoid (Human), Any Non-Lawful Alignment
Armor Class 16 natural armor
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
11 (+0)
CHA
18 (+4)
Saving Throws STR +6, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Damage Immunities Cold
Condition Immunities Charmed
Senses Passive Perception 10
Languages common
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Stone axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Block. The chief adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

A wild and powerful leader of a caveman tribe. The biggests, strongers and toughest in a culture of the big, the strong and the tough. Will do anything to protect his people in war.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

billsullivan156

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