Hillfolk* CR 1/3
XP 135 each
Male human warrior 1
NE Medium humanoid (human)
Init +5; Senses Perception +0
Defense
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 12
Fort +3, Ref +1, Will –1
Offense
Speed 30 ft.
Melee short sword +2 (1d6+1/19–20)
Ranged longbow +2 (1d8/×3)
Tactics
During Combat These hillfolk are classic bullies, eager to inflict
pain but cowards at heart. They do their best to team up to
flank foes at the start of a fight, but sometimes make poor
tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner).
Morale:
A hillfolk shrieks in pain and fear as soon as he’s reduced
to fewer than 6 hit points and attempts to flee back to the
family camp, on horseback if possible. If leader is
defeated, all surviving hillfolk immediately flee.
Statistics
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative, Toughness
Skills Intimidate +3, Perception +0, Stealth +2
Languages Common
Gear leather armor, longbow with 20 arrows, short sword, 2 days
of trail rations, 10 gp
Hillfolk leader
XP 200
Male human ranger 1
LE Medium humanoid (human)
Init +2; Senses Perception +5
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 15 (1d10+6)
Fort +4, Ref +4, Will +1
Offense
Speed 30 ft.
Melee dagger +3 (1d4+2/19–20)
Ranged composite longbow +3 (1d8+2/×3)
Special Attacks favored enemy (elf +2)
Tactics
During Combat overconfident and enjoys boasting
during battle, calling out attacks and hollow threats that he’s
ill-equipped to carry out. As a battle progresses, if his insults
and threats continue to fail, he grows increasingly grim and
quiet. He prefers to fight with his longbow, letting his men
take the risks in melee. He uses his alchemist’s fire against
PCs in a tight group, or perhaps as a distraction against the
caravan to draw the PCs out of combat and into firefighting or
controlling panicked horses.
Morale: knows that his position as second-in-command
is tenuous at best and won’t back down from a fight in
front of his men—as long as one other hillfolk can see him,
he fights to the death. If all other hillfolks are slain, flees or surrenders immediately if he’s taken any damage (or immediately upon suffering any damage otherwise).
Statistics
Str 14, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Point-Blank Shot, Toughness
Skills Intimidate +4, Knowledge (nature) +3, Perception +5, Ride +6,
Stealth +6, Survival +5
Languages Common
SQ track +1, wild empathy +1
Combat Gear alchemist’s fire (2); Other Gear leather armor,
dagger, composite longbow (+2 Str) with 20 arrows, 2 days of
trail rations, silver amulet worth 20 gp, 35 gp