Keen Smell. The Fortchman has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Fortchman regains 10 hit points at the start of its turn. If the fortch takes acid or fire damage, this trait doesn't function at the start of the fortch's next turn. The fortch dies only if it starts its turn with 0 hit points and doesn't regenerate.
Strength of the Horde. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to (1d10+5) 1d10+5 . Once you use this feature, you must finish a short or long rest before you can use it again.
Savage Frenzy. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Each Fortchman has the following items:
Large size cooking utensils (3 gp)
Large size longbow (16 gp)
Obsidian Crescent Blade 85% chance to be salvageable: [[1d100]] (200 gp bounty from Bozzam)
In addition there is a 30% chance [[1d100]] they have a plundered beltpouch containing [[3d8]] gp and [[4d10]] silver. It also contains a [[1d4-2]] gems of 25 gp value (negatives are considered zero)
A DC 17 Investigation check (requiring 1 action in combat) has a 60% chance to discover a Fortch Trinket
Multiattack. The Fortchman can make two attacks with a weapon or claws and one attack with their bite.
Bite. Melee Attack: +7, Reach 5ft., one target
Hit:7 (1d6+4) piercing damage
Obsidian Crescent Blade. Melee Weapon Attack: +8, Reach 5ft, one target
Hit: 11 (2d6+4)
Fortchman's Bow. Ranged Weapon Attack:+8, Range 150/600ft
Hit: 7 (2d6) piercing damage and 3 (1d6) bludgeoning damage
They are found in greater densities the deeper in the Twistenwud one searched. But they often will ambush travelers along the road and river. They find it fun. Often near tree cover and swampy terrain.