Free interactive D&D 5e SRD stat block

Warrior Infantry

Medium Humanoid, CR 1/8, AC 13, 9 HP. Neutral.

Medium Humanoid, Neutral

AC
13
Initiative
+0 (10)
HP
9 (2d8)
Speed
30 ft.
ScoreModSave
STR 13 +1 +1
DEX 11 +0 +0
CON 11 +0 +0
INT 8 -1 -1
WIS 11 +0 +0
CHA 8 -1 -1
Senses
Passive Perception 10
Languages
Common
CR
1/8 (XP 25; PB +2)
Gear
Chain Shirt, Spear

Traits

Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Actions

Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) Piercing damage.

How to run Warrior Infantry

Warrior infantry is the rank-and-file of any army the party fights, and the entire trick of running them is Pack Tactics. Alone, a single soldier is 9 HP, AC 13, +3 with a spear for 4 average piercing, and the fighter waves a hand and the soldier is dead. In a group of three sharing a 5 ft. cluster around any one PC, every spear hits with Advantage, and the math changes. Three soldiers working a single PC at AC 18 land roughly one and a half hits a round for an average of 6 to 8 damage they would not otherwise deal.

Run them in formation. The opener is a line of spears two rows deep behind a barricade, the first rank reaching 5 ft. and the second ready to step into any gap. Spears throw at 20/60 ft., so a unit that loses melee contact does not simply die; they step back, throw, re-form. Target priority is whoever is alone: the spellcaster who stepped wide, the rogue who flanked too far, the paladin who broke ranks to chase the captain. A single isolated PC eats three Pack Tactics spears at Advantage, and that is how a CR 1/8 mob takes a real chunk out of a fourth-level adventurer.

Use them as a pressure system, not a damage source. A unit of eight warriors costs the players spell slots and movement and HP that they would prefer to spend on the lieutenant fifty feet behind the line. Once the lieutenant is dead, the warriors' cohesion breaks. CR 1/8 humanoids with Wisdom 11 will not die for an objective that no longer exists.

Retreat is the moment the line breaks. Once half the unit is down or the officer falls, the rest drop spears and run for whatever rally point exists. They are conscripts. Let them be people.

Name the captain and put a sash on him. Players will go for the sash, which is exactly the encounter you wanted them to have.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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