Harengon Brigand
MEDIUM FEY

Treasure: 2d12+20 gp

Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and ambush their victims. They delight in extorting travelers for safe passage while rudely mocking them. These bullies are particularly antagonistic toward those who appear to be lost or in a hurry.   The best way to deal with harengon brigands is to outnumber them or give them a good kicking. They flee quickly when the tables are turned against them.

Armor Class: 15 (studded leather)

Initiative: +4 (14)

Hit Points: 60

Speed: 30 ft

Challenge: 4 (+3)
    MOD SAVE
STR 14 +2 +2
DEX 18 +4 +7
CON 10 +0 +0
    MOD SAVE
INT 16 +3 +6
WIS 12 +1 +1
CHA 10 +0 +0

Skills: Acrobatics +7, Perception +4, Stealth +7 (A)

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Common, Sylvan


Traits

Pack Tactics. The harengon has advantage on an attack roll against a creature if at least one of the harengon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.   Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Dagger. Melee Weapon Attack: 1d20+7 to hit, reach 5 ft., one target. 1d4+4 piercing damage.   Sling. Ranged Weapon Attack: 1d20+7 to hit, range 30/120 ft., one target. 1d4+4 bludgeoning damage.   Sneak Attack. When one of the Harengon's allies is within 5 feet of the target or they have Advantage on the attack they add 2d6 damage to the attack.


Bonus Actions

Hide. Attempt a Hide check with a stealth roll.   Dash. Make a Dash Action with a Bonus Action.   Disengage. Make a Disengage Action with a Bonus Action.


Created by

nasandre.

Statblock Type

Monster/NPC

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