AC 14 (natural armor)
HP 39 (6d8+12; bloodied 19
Speed 35 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Int +2, Cha +2
Skills Athletics +4, Perception +4, Survival +4
Senses darkvision 60 ft.,passive Perception 14
Languages Common, Undercommon
Mimicry. The motleywarrior can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Insight check.
Pack Tactics. The motleywarrior has advantage on attack rolls against a creature if at least one of the motleywarrior’s allies is within 5 feet of the creature and not incapacitated .
ACTIONS
Multiattack. The motleywarrior attacks twice.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
The mottled and chitinous skin of these creatures is the least disturbing aspect of their appearance. Though definitely humanoid, a motleyfolk looks as though they were made from pieces of different creatures—the arm of an orc, one ear like a dwarf ’s, the lithe fingers of an elf—but with no symmetry or arrangement to the mishmash of limbs and appendages from different species. Worst of all these particular motleyfolk emanate odors of brimstone and sulfur, and unsettling dark red scales and bloody horns jut out from their bodies.
The origins of these monstrosities—and their relation to most other motleyfolk, who are best known for bearing the body parts of animals and insects—is a matter of debate, but all of them center on Nemirtvi. The horrific experiments into artificial life and undeath by the primordial vampire lord span centuries. Some speculate that these are two strains of the same unholy experiment, some twisted version of evolutionary ancestry. The prevailing theory however (mostly among his motleyfolk servants themselves) is that the original motleyfolk served as inspiration for their fleshy counterparts. The circumstantial evidence for this is that a more humanoid creature would fall more easily under Nemtirvti’s vampiric dominion, making for an ideal blueprint for his hellish army.
Tactics
These warriors aren’t foolish, but they are taught a simple-minded tactic: pound the enemy into tiny bits. They charge into combat and attack spellcasters first if they can, ganging up to take out initial targets quickly. When a hit-and-run is possible to move out of range of an enemy, these fighters do that before committing to a prolonged melee engagement.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.