Avvor are those who fight and eat and die. Their culture teaches that the strong reap the benefits of their strength, strong limbs and full bellies, and the weak are destined to serve them. The stubborn refusal to bow to this law of the sons of Adam and daughters of Eve -- to say nothing of the fey elves and gnomes! -- is an affront to the natural order.
The avvor are the face of the vor; there are other more secretive castes in this culture as well.
Warbands and the Named
The natural unit of avvor is the band, usually a warband but occasionally a huntsband or even herdband. The Named are the self-elected nobility of the band, while the remainder are the Nameless. The named rule by maintaining strength and respect, while the nameless serve. All property is owned by the named (individually or collectively), and the nameless are considered property. Most avvor do not know their exact parentage, regarding each member as qardesh, "brother". Gaining a name and the respect that comes with it requires valor in battle.
Avvor Thrall
Medium humanoid (Vor), neutral evil
- Armor Class 13 (shield)
- Hit Points 6 (1d8 + 2)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 8 (-1)
- Saving Throws advantage on saves against poison and poisoned
- Damage Resistance poison
- Senses passive Perception 9
- Languages Vorqu
- Challenge 1/8
Relentless While at 0 hp (but not dead), does not become unconscious until the end of their turn. This requires concentration to maintain.
Actions
Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) bludgeoning or 5 (1d4+3) if bloodied.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 5 (1d4 + 1) bludgeoning.
Avvor Grunt
Medium humanoid (Vor), neutral evil
- Armor Class 15 (hide armor, shield)
- Hit Points 15 (2d8 + 6)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
- Saving Throws advantage on saves against poison and poisoned
- Damage Resistance poison
- Senses passive Perception 10
- Languages Vorspak
- Challenge 1/2
Relentless While at 0 hp (but not dead), does not become unconscious until the end of their turn. This requires concentration to maintain.
Actions
Spear. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing (versatile) or 7 (1d6+4) if bloodied.
Thrown Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 6 (1d6 + 3) piercing.
Grunt Alternate Arms
Avvor come in flavors; a warband might use the grunt statistics but substitute different armament:
- Polearm
- AC 13
- Polearm. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 8 (1d10 +3) slashing.
- Dual Handaxes
- AC 13
- Handaxe. +5 to hit, 6 (1d6+3) slashing (throw 20/60).
- Multiattack Make two handaxe attacks.
- Archer
- AC 14
- STR +2, DEX +2
- Shortsword +4, 5 (1d6 + 2) piercing
- Shortbow +4, 5 (1d6 + 2) piercing.
Avvor Striker
Medium humanoid (Vor), neutral evil
- Armor Class 13 (hide)
- Hit Points 45 (6d8 + 18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 8 (-1) 10 (+0)
- Saving Throws advantage on saves against poison, frightened and poisoned
- Damage Resistance poison
- Senses passive Perception 9
- Languages Vorqu
- Challenge 2
Relentless While at 0 hp (but not dead), does not become unconscious until the end of their turn. This requires concentration to maintain.
Bonus Actions
Charge. Move at most speed straight towards an enemy. That enemy takes 6 (1d6+3) bludgeoning and falls prone (DC 13 strength save negates both).
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d12 + 3) slashing or 10 (1d12 + 4) if bloodied.
Thrown Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 6 (1d6 + 3) piercing.
Avvor Heavy Guard
Medium humanoid (Vor), neutral evil
- Armor Class 16 (chain mail)
- Hit Points 67 (9d8 + 27)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
- Saving Throws advantage on saves against poison, frightened and poisoned
- Skills Disadvantage on DEX (Stealth)
- Damage Immunity poison
- Senses passive Perception 11
- Languages Vorqu
- Challenge 4
Relentless While at 0 hp (but not dead), does not become unconscious until the end of their turn. This requires concentration to maintain.
Actions
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 8 (1d10 + 3) slashing, +7 (1d10 + 2) slashing if the avvor is bloodied.
Reactions
Punitive Strike. Trigger: An adjacent enemy makes a weapon attack. Make a melee weapon attack against the triggering enemy. On hit, deal damage and impose disadvantage on the triggering attack.
Named Avvor
Medium humanoid (Vor), neutral evil
- Armor Class 18 (chain mail, shield)
- Hit Points 83 (11d8 + 33)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 14 (+2)
- Saving Throws advantage on saves against poison, frightened and poisoned
- Skills Disadvantage on DEX (Stealth)
- Damage Immunity poison
- Senses passive Perception 11
- Languages Vorqu
- Challenge 6
Relentless While at 0 hp (but not dead), does not become unconscious until the end of their turn. This requires concentration to maintain.
Reckless On start of turn, may gain advantage on all melee attacks until end of turn, disadvantage on melee attacks until end of round.
Actions
Multiattack. Make two melee or ranged attacks.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (1d8 + 9) slashing, or if advantaged and both dice hit 22 (3d8 + 9); +2 damage if bloodied.
Thrown Handaxe. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit 6 (1d6 + 3) slashing.
Bonus Actions
Battlecry (recharge 6) All creatures with the Reckless trait within 60 ft. may use their reaction to move half their speed and make a melee attack.
Reactions
Parry Trigger: Targeted by a weapon attack by an adjacent enemy. +4 AC until end of turn.