Laborer (3.5e Creature)

From D&D Wiki

Jump to: navigation, search

CR 2

expert 3
NG Medium humanoid (human)
Init/Senses +0/Listen +7, Spot +7
Languages Common
AC 12, touch 10, flat-footed 12
(+2 leather armor)
hp 16 (3 HD)
Fort/Ref/Will +2/+3/+4
Speed 30 ft. (6 squares)
Melee dagger +5 (1d4+3/19-20) or
Melee handaxe +5 (1d6+3/×3) or
Melee heavy pick +5 (1d6+4/×4) or
Melee light hammer +5 (1d4+3)
Base Atk/Grp +2/+5
Abilities Str 16, Dex 11, Con 12, Int 12, Wis 13, Cha 10
Feats Lightning Reflexes, Power Attack, Toughness
Skills Appraise +7, Craft (any) +7, Diplomacy +6, Knowledge (local) +7, Listen +7, Profession (any) +7, Spot +7, Use Rope +6
Advancement by character class (expert)
An older laborer
attending to his work.

The hefty axe bites into half-frozen flesh with a smack just as you part the curtain. The wielder of the axe, a thick-necked woman with arms like hams, turns to look at you, first with surprise, then with anger. You've chosen the wrong butchery to trespass.

Laborers are found in all cities: you can achieve a lot with magic and with technology, but in the end there's always something that needs lugging around. Laborers aren't craftsmen or artists. They are rough men and women working rough jobs, and often have rough pastimes. The stats given here can represent an average example of any physical profession, such as a butcher, a sailor, a stonemason or a warehouse worker.


Laborers aren't fighters, but the hard jobs they attend to often mold them into physically imposing and boisterous people. They have no fine tactics, but are quite capable of using the tools of their trade (handaxes for butchers, hammers for stonemasons and so on) on the offensive. If the job requires heavy protective gear, all the better. Laborers tend to stick together and thus fight together, and when led by a more strategic mind, can prove to be a serious threat.

Back to Main Page3.5e HomebrewCreaturesCR 2

Home of user-generated,
homebrew pages!