Tribal Tactician
Medium humanoid (any race), neutral evil
Armor Class
14 (hide)
Hit Points
60 (8d8 + 24)
Speed
30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Senses
passive Perception 11
Saving Throws
Str +5, Con +5
Skills
Athletics +5, Survival +3
Languages
any two languages
Challenge
3 (700 XP)
Combat Maneuvers (3/Short Rest). Tacticians have trained all their life to excel in combat and as a result have mastered special combat maneuvers that they can use in combat. Whenever the tactician makes a melee weapon attack, it can choose to execute one of these maneuvers to add additional effects to the attack. In addition to these other effects, all maneuvers cause the attacks to deal an additional 1d8 damage. Each tactician has two random maneuvers from the list below available for use:
- Crippling Strike – The target’s speed is 0 on its next turn.
- Dizzying Strike – Concentration saving throws made as a result of this attack’s damage are made at disadvantage.
- Precise Strike – This attack is made with advantage.
- Weakening Strike – The next weapon attack made by the target deals half damage (rounded down).
Actions
Multiattack. The tactician makes two attacks with its battleaxe and one with its unarmed strike..
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 3) slashing damage.