Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR 18 (+4)
DEX 14 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)
Skills Perception +4, Athletics +6
Senses darkvision 60 ft., passive Perception 14
Languages Halfling
Challenge 5 (1,800 XP)
Brave. The halfling has advantage on saving throws against being frightened.
Savage Instincts. The halfling has advantage on initiative rolls. Additionally, if it surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage.
Cannibalistic Frenzy. Whenever the halfling reduces a creature to 0 hit points with a melee attack, it gains temporary hit points equal to the creature's hit point maximum.
Muscular Build. The halfling's powerful physique grants it a +2 bonus to damage rolls with melee attacks.
Forest Camouflage. The halfling has advantage on Dexterity (Stealth) checks made to hide in forested areas.
Pack Tactics. The halfling has advantage on an attack roll against a creature if at least one of the halfling's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The halfling makes two melee attacks.
Battle Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.
Jungle Poison Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. The target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.
Cannibal Ritual (1/day). The halfling can perform a ritual during combat that lasts for 1 minute. While the ritual is active, the halfling and its allies within 30 feet gain advantage on attack rolls and resistance to all damage. Once this ability is used, the halfling can't use it again until it completes a long rest.
Reactions
Uncanny Dodge. When an attacker that the halfling can see hits it with an attack, the halfling can use its reaction to halve the attack's damage against it.
Tribal Tactics
Cannibal Warrior Halflings usually travel in tribes led by their most fearsome warriors. A typical tribal group consists of 1d4+2 warriors and 1d6+4 non-combatants (including children). They use hit-and-run tactics, exploiting their Jungle Camouflage and Pack Tactics to their advantage. Their brutality and cannibalistic tendencies make them a deadly foe to any trespassers in the jungles of Forest Ridge.