Medium Humanoid, Neutral Evil
Armor Class 14 Leather, Shield
Hit Points 40 (5d10 + 10)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Survival +8
Senses Passive Perception 12
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Choose one of the following depending on which tribe is being confronted:

Rusu Cannibalism: A Rusu Tribal Warrior sees the bodies of the fallen as sustenance rather than people. The Warrior can eat some of the flesh of the fallen regaining 1d4 hit points.

Mosic Magic: Drawing on their innate abilities, a Mosic warrior can choose to succeed one saving throw per encounter.

Firidisio Trader: Being seen as a more civilised tribe, a Firidisio has more sway when trying to persuade a character. The Warrior rolls with advantage on all attempts to persuade and deceive.

Muzini Darkness: Rumours about this tribe have circulated fro hundreds of years, most of them told as nightmare inducing tales. Any hostile, sentient creature within 30 ft. of the Warrior must make a wisdom saving throw of DC14 or become afraid of the warrior until the start of their next turn.  

Actions

Short Spear: Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 8 (1d6 + 6) piercing damage.

 

Description

To be a barrens tribal warrior is to be feared by most traders and merchant guards who traverse that great expanse. Each tribe has its own customs, and way of life, but this is rarely seen by outsiders.

Depending on which tribe the warrior hails from decides how people see them, and also on how they are treated.

Kierian89

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