Akra Hammers

A self-appointed militia that patrols Akrasia’s Bluff of Dwardim Mountains, keeping it... relatively safe.

Between the Bluff’s fairly self-regulating ecosystem and the self-indulgent, lazy behavior of the Akra Hammers, few folk take them seriously. They tend to throw their weight around by taking advantage of uneducated travelers foreign to the area, but to the Akra who live there, the group of two dozen defenders are just some narcissists seeking attention and undeserved fame.

Due to the familial bond of Dwarven clans, most Akra indulge the group so long as they don't become a nuisance, and won't outright warn outsiders of the Akra Hammer's somewhat brutish behavior because a Dwarven clan is still more sacred than any outsider. A non-dwarven Akra may be honest with the right person, though never with malicious intent against the Akra Hammers.

Akra Hammers Militiamen; Dwarves
Challenge: 2 (450 XP) Armor Class: 16 (Scale mail, +2 Heavy Shield)

Hit Points: 78 (12d8 +24)

Speed: 25ft (7,5m / 5 sqr)

Proficiency: +2

Challenge: 2 (450 XP)

Actions
Multiattack.The Militia makes three weapon melee attacks or three ranged attacks.

Javelin. Melee Weapon Attack +5 to hit, range 30/120ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Thrown: range 30/120ft, Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light,

Special Abilities
Strenght in numbers: As Pack Tactics. The creature has advantage on attack rolls against an enemy if at least one of the creatures allies is within 5 feet of the enemy and the ally isn't incapacitated. Fear when alone: The militia is high succeptible to moral and mind effects when left alone. If no ally is on sight or further than 60ft the militia has disvantage on WIS, INT and CHA saving throws.

Racial Features
Ability Modifiers: +2 Str, +2 Con Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage. Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it. Tools Proficiency: smith's tools, brewer's supplies or mason's tools Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Dwarven Armor Training: proficiency with light and medium armor Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Dwarvish