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“Neanderthal: Apex Hunters of the Forgotten Wilds”

“Neanderthal: Apex Hunters of the Forgotten Wilds”
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Resilient hunters of ancient bloodlines, marked by strength, adaptability, and primal instinct. Scholars distinguish two main types: the cooperative Stonekin and the terrifying Savage Neanderthals—apex predators whose legacy is written in blood and fire.


Appearance

Stonekin Neanderthals are stocky and muscular, with broad shoulders, powerful limbs, and pronounced brow ridges. Their faces are robust, with wide noses and deep-set eyes that hold a surprising warmth. They wear simple furs and leather wraps, wielding stone-tipped spears and handaxes crafted with care.

Savage Neanderthals are larger, scarred, and more feral. Their bodies are cloaked in coarse hair, and their skin bears the marks of countless battles. They adorn themselves with grisly trophies—human bones, beast skulls, talons, and teeth—each a testament to a kill. Their eyes burn with predatory malice, and their posture exudes the confidence of a top predator.


Behaviour

Stonekin are cooperative and intelligent. They hunt as a pack, gather plants, maintain fire, and tend to their young and wounded. They share knowledge through gesture, sound, and ritual, binding their kin with social and spiritual ties.

Savages are ruthless, territorial, and cunning. They hunt in coordinated packs, stalk their prey for days, and strike with sudden, overwhelming violence. They destroy settlements—burning huts, scattering livestock, and dragging survivors into the night. Cannibalism is not only survival for them but ritual; feasting upon their prey strengthens pack bonds and enforces dominance. Rituals of blood, bone-cracking, and howled victory songs echo across the wilderness after slaughter.


Habitat

Stonekin thrive in forests, river valleys, and caves across temperate and cold climates. They build semi-permanent camps near game and water, creating spaces of safety and kinship.

Savages roam harsher, untamed lands—windswept mountains, shadowed tundra, and deep primeval forests. Their lairs are littered with bones and fire-pits, surrounded by crude totems fashioned from the remains of prey and rivals.


Modus Operandi

Stonekin use patience and teamwork, crafting simple traps, surrounding herds, and wearing prey down through endurance. They avoid needless conflict with stronger predators, valuing survival over glory.

Savages wield terror as much as weapons. They ambush in silence, then erupt with screams and fire, breaking morale before the first blow lands. They hurl spears and rocks with shocking accuracy, then descend in brutal melee. Settlements are overwhelmed at night, prey dragged away screaming. After battle, the Savages engage in ritual feasting, gnawing bones and smearing blood to mark dominance.


Motivation

Stonekin are driven by kinship and survival. They seek food, shelter, safety, and continuity, preserving ancient memory through their traditions.

Savages are driven by dominance, fear, and bloodlust. They crave control of territory, demand submission from all rivals, and revel in the act of predation itself. For them, the hunt is not necessity but identity—the world exists to be conquered, consumed, and remembered in bone.l of the hunt. They uphold pack hierarchy, enforce predator-prey balance, and maintain ancestral traditions.


  • Neanderthal 5e 2024
  • Neanderthal Shaman 5e 2024
  • Savage Neanderthal 5e 2024
  • Savage Neanderthal Chief 5e 2024
  • Neanderthal, Pathfinder
Neanderthal 2
Create

Medium humanoid (prehistoric), neutral
Stocky hunters of the ancient world, neanderthals are primal warriors who thrive in brutal wilderness and guard their kin with unyielding ferocity.


Armor Class 14 (hide armor, natural toughness)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)9 (–1)13 (+1)10 (+0)

Saving Throws Str +5, Con +5
Skills Athletics +5, Survival +3, Perception +3, Stealth +3
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks while raging
Senses darkvision 60 ft., passive Perception 13
Languages Neanderthal dialect, Common (rudimentary)
Challenge 2 (450 XP)
Proficiency Bonus +2


Traits

Primal Endurance. The neanderthal has advantage on saving throws against exhaustion and environmental effects caused by extreme cold.

Hunter’s Instinct. The neanderthal has advantage on Wisdom (Survival) checks to track prey and Intelligence checks to recall information about beasts and terrain.

Ancestral Memory (1/Day). The neanderthal can call upon ancient knowledge to cast one of the following spells, requiring no components:

  • Hunter’s Mark
  • Detect Magic
  • Speak with Animals
    Spell save DC 11.

Pack Coordination. While within 10 feet of at least one ally, the neanderthal deals an extra 4 (1d8) damage with melee weapon attacks.


Actions

Multiattack. The neanderthal makes two attacks with its stone club or spear.

Stone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage.

Stone-Tipped Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Firebrand (Recharge 5–6). The neanderthal hurls a burning torch or brand. Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be blinded by smoke until the start of its next turn.


Reactions

Sudden Roar (1/Day). When reduced to half its hit points or fewer, the neanderthal emits a terrifying roar. Each creature of its choice within 20 feet must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the neanderthal’s next turn.


Combat Tactics

Neanderthals fight in small, coordinated packs, often ambushing from concealment or high ground. They open encounters with ranged spear attacks or Firebrands, then close to exploit their raw strength in melee. They target weaker foes first, use Pack Coordination to amplify damage, and retreat strategically if overwhelmed. Sudden Roar is reserved for moments of extreme danger to break enemy morale.

Neanderthal
Reconstitution of Le Moustier Homo neanderthalensis by Charles R. Knight

Primitive humans that are thickly built, with long arms and a barrel chest. They possess a stone era technology, thus their tools are often inferior to civilized species.

Neanderthal (CR 1)

XP 400 
Neanderthal fighter
N Medium humanoid (human)
Init +2; Senses low-light vision; Perception +1

DEFENSE

AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 23 (2d10+12)
Fort +5, Ref +2, Will +1; +2 vs. illusions or enchantments

OFFENSE

Speed 30 ft. (20 ft. in hide armor)
Melee greatclub +5 (1d10+4)
Ranged spear +4 (1d8+3)
Special Attacks hatred

STATISTICS

Str 17, Dex 14, Con 17, Int 8, Wis 12, Cha 10 
Base Atk +2; CMB +5; CMD 17 
Feats Great Fortitude, Power Attack, Weapon Focus (greatclub) 
Skills Intimidate +4, Survival +2 
Languages Common 
SQ hardy, mental fortitude

ECOLOGY

Environment warm forests, mountains, and hills
Organization solitary, group (2-4), or clan (10-40)
Treasure greatclub, hide armor, 3 spears, leather sack, assorted bones, shells, and uncut gems worth 1d20 gp.

Neanderthals (also sometimes called “cavemen”) have squat bodies with large bones and powerful muscles. Their faces have ape-like features, including large brows above the eyes.

Neanderthals are friendly toward dwarves and gnomes, but hate goblins and kobolds, and will attack ogres on sight. Neanderthals are shy and will avoid humans, but are not usually hostile unless they are attacked. Neanderthals live in family groups in caves and caverns. They usually fight with thrown spears and use stone axes, clubs, or stone hammers in hand-to-hand combat.

Neanderthal Characters

Neanderthals are usually warriors or fighters, with the occasional barbarian or ranger. Spellcasting neanderthals are usually sorcerers, and are extremely rare.

Neanderthals are defined by their character classes; they do not have racial hit dice. Neanderthals have the following racial modifiers.

  • +2 Strength, +2 Constitution, -2 Intelligence.
  • Medium size Neanderthals have no special bonuses or penalties due to their size.
  • Normal Speed A Neanderthal’s base land speed is 30 feet.
  • Hardy Neanderthals begin play with +6 hit points.
  • Low-light vision Neanderthals can see twice as far as humans in conditions of dim light.
  • Natural Armor Neanderthals have tough skin and thick bones, which give them a +1 natural armor bonus.
  • Hatred Neanderthals receive a +1 bonus on attack rolls against goblins, kobolds, and ogres.
  • Mental Fortitude Neanderthals gain a +2 racial bonus to save throws against illusions or enchantments.
  • Languages Neanderthals begin play speaking Common. Neanderthals with high Intelligence scores can choose any language they want (except secret languages, such as Druidic.)

Converted by CleverSignature

Savage Neanderthal 1
Create

Medium humanoid (prehistoric), neutral evil
Towering hunters of untamed wilderness, these predators combine raw strength, relentless cunning, and an uncanny instinct for ambush, striking fear into all who cross their paths.


Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 35 ft.

STRDEXCONINTWISCHA
19 (+4)14 (+2)18 (+4)10 (+0)15 (+2)12 (+1)

Saving Throws Str +7, Con +7, Wis +5
Skills Athletics +7, Perception +5, Stealth +5, Survival +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks while raging
Senses darkvision 60 ft., passive Perception 15
Languages Neanderthal dialect, Common (rudimentary)
Challenge 5 (1,800 XP)
Proficiency Bonus +3


Traits

Primal Predator. The neanderthal has advantage on attack rolls against creatures smaller than itself, reflecting its hunting dominance.

Ancestral Instincts (1/Day). The Savage Neanderthal can cast one of the following spells without components:

  • Hunter’s Mark (1st-level, bonus action, concentration up to 1 hour)
  • Detect Magic (1st-level, action, concentration up to 10 minutes)
  • Speak with Animals (1st-level, action, 10 minutes)
    Spell save DC 13.

Pack Tactics. While within 10 feet of an ally, the neanderthal deals an extra 5 (1d10) damage on melee attacks.

Ambush Master. The neanderthal has advantage on attack rolls against creatures that haven’t acted yet in combat.


Actions

Multiattack. The neanderthal makes three attacks: two with its stone club and one with its spear.

Stone Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) bludgeoning damage.

Stone-Tipped Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 10 (1d10 + 4) piercing damage.

Savage Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage. If the target is smaller than the neanderthal, it must succeed on a DC 15 Strength check or be grappled (escape DC 15).

Firebrand (Recharge 5–6). The predator hurls a burning torch. Ranged Weapon Attack: +5 to hit, range 20 ft., one target. Hit: 9 (2d8) fire damage; the target must succeed on a DC 14 Constitution saving throw or be blinded until the start of its next turn.


Reactions

Sudden Roar (1/Day). When reduced to half its hit points or fewer, the neanderthal emits a terrifying roar. Each creature of its choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.


Legendary Actions

It can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn:

  • Move. The neanderthal moves up to half its speed without provoking opportunity attacks.
  • Intimidating Glare. One creature within 30 feet must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next attack roll.
  • Crushing Strike (Costs 2 Actions). The neanderthal makes one melee attack with its stone club, dealing an extra 1d12 damage.

Combat Tactics

The Savage Neanderthal stalks its prey silently, favoring ambushes from concealment or elevated terrain. It opens combat with ranged spear attacks or Firebrands, then closes in to overwhelm with Multiattack and Savage Bite. It coordinates with nearby allies, targets weaker foes first, and reserves Sudden Roar to break enemy morale when cornered. It adapts dynamically, retreating strategically if outmatched, then returning relentlessly when advantage shifts.

Savage Neanderthal Chief 1
Create

Medium humanoid (prehistoric), neutral evil
The chief towers above its kin, a cunning predator and battle-hardened leader who commands respect through brute force and sharp instincts, orchestrating hunts with terrifying efficiency.


Armor Class 17 (natural armor, reinforced with bone and hide)
Hit Points 135 (18d8 + 54)
Speed 35 ft.

STRDEXCONINTWISCHA
21 (+5)14 (+2)19 (+4)12 (+1)16 (+3)14 (+2)

Saving Throws Str +9, Con +8, Wis +7
Skills Athletics +9, Perception +7, Stealth +6, Survival +7, Intimidation +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks while raging
Senses darkvision 60 ft., passive Perception 17
Languages Neanderthal dialect, Common (rudimentary)
Challenge 8 (3,900 XP)
Proficiency Bonus +4


Traits

Primal Overlord. Allies within 30 feet gain advantage on attack rolls against creatures the chief can see.

Ancestral Instincts (3/Day). The chief can cast one of the following spells without components:

  • Hunter’s Mark (1st-level, bonus action, concentration up to 1 hour)
  • Detect Magic (1st-level, action, concentration up to 10 minutes)
  • Speak with Animals (1st-level, action, 10 minutes)
    Spell save DC 15.

Pack Tactics. While within 10 feet of an ally, the chief deals an extra 7 (2d6) damage on melee attacks.

Ambush Master. The chief has advantage on attack rolls against creatures that haven’t acted yet in combat.

Intimidating Presence. Any creature that starts its turn within 10 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the start of its next turn if the chief is aware of it.


Actions

Multiattack. The chief makes three attacks: two with its reinforced stone club and one with its spear.

Reinforced Stone Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Bone-Tipped Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 12 (1d10 + 5) piercing damage.

Savage Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) piercing damage. If the target is smaller than the chief, it must succeed on a DC 17 Strength check or be grappled (escape DC 17).

Firebrand (Recharge 5–6). The chief hurls a burning torch. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. Hit: 11 (2d10) fire damage; the target must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.


Reactions

Sudden Roar (2/Day). When reduced to half its hit points or fewer, the chief emits a terrifying roar. Each creature of its choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.


Legendary Actions

The chief can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn:

  • Move. The chief moves up to half its speed without provoking opportunity attacks.
  • Intimidating Glare. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on its next attack roll.
  • Crushing Strike (Costs 2 Actions). The chief makes one melee attack with its reinforced stone club, dealing an extra 2d8 damage.
  • Command Ally (Costs 3 Actions). One ally within 30 feet can immediately make one weapon attack or move up to its speed.

Combat Tactics

The chief coordinates with its pack, directing allies to focus fire, trap targets, and flank enemies. It opens with ranged spear attacks or Firebrand to weaken foes, then charges in for Multiattack and Savage Bite. Sudden Roar and Intimidating Presence are used to disrupt enemy formations, while Command Ally ensures the pack remains lethal and synchronized. The chief adapts dynamically, exploiting terrain, exploiting weaker prey, and always remaining the apex threat on the battlefield.

Neanderthal Shaman 1
Create

Medium humanoid (prehistoric), neutral
Stocky hunters of the ancient world who commune with the spirits of nature and their ancestors, guiding their kin with mystical insight and elemental fury.


Armor Class 13 (hide armor, natural resilience)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)10 (+0)14 (+2)11 (+0)

Saving Throws Con +5, Wis +4
Skills Survival +4, Perception +4, Medicine +4, Arcana +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks while raging
Senses darkvision 60 ft., passive Perception 14
Languages Neanderthal dialect, Common (rudimentary)
Challenge 3 (700 XP)
Proficiency Bonus +2


Traits

Primal Endurance. Advantage on saving throws against exhaustion and environmental effects caused by extreme cold.

Ancestral Guidance (2/Day). The shaman can call upon ancestral spirits to cast one of the following spells without components:

  • Hunter’s Mark (1st-level, bonus action, concentration 1 hour)
  • Detect Magic (1st-level, action, concentration 10 minutes)
  • Speak with Animals (1st-level, action, 10 minutes)
  • Cure Wounds (1st-level, action, restores 1d8 + 3 HP)

Spirit Link. Allies within 10 feet of the shaman gain +1 to attack rolls and saving throws against fear effects.

Hunter’s Instinct. Advantage on Wisdom (Survival) checks to track prey and Intelligence checks to recall information about beasts and terrain.


Actions

Multiattack. The shaman makes two attacks with its stone club or spear.

Stone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage.

Stone-Tipped Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Firebrand (Recharge 5–6). The shaman hurls a burning torch or brand. Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be blinded until the start of its next turn.

Call of the Ancestors (1/Day). As an action, the shaman summons spectral ancestral figures in a 15-foot radius. Each enemy must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.


Reactions

Sudden Roar (1/Day). When reduced to half its hit points or fewer, the shaman emits a terrifying roar. Each creature of its choice within 20 feet must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the shaman’s next turn.


Combat Tactics

The shaman usually remains just behind the front line, guiding packmates and enhancing their strikes with Spirit Link. It opens encounters with Hunter’s Mark and Firebrands, using Call of the Ancestors to disrupt enemy formations. When allies are threatened, it casts Cure Wounds to sustain them. Sudden Roar is reserved for moments of extreme danger. The shaman exploits terrain and ambush opportunities, blending mystical insight with prehistoric ferocity.

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