Anarch

Guildmasters' Guide to Ravnica p. 239

Size
Medium
Type
humanoid (any race)
Alignment
chaotic neutral
AC
13 (hide armor)
Hit Points
11 (2d8+2)
Speed
walk 30 ft.
Skills
Perception +2, Survival +2
Passive Perception
12
Languages
any one language (usually Common)
Challenge
1/4
STR
14
+2
DEX
13
+1
CON
12
+1
INT
9
−1
WIS
11
+0
CHA
10
+0

Traits

Aggressive

As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.

Siege Monster

The anarch deals double damage to objects and structures.

Actions

Spiked Club

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.

Other data

description

The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.