Robin Hood — The Hooded Man of Sherwood

Robin Hood — The Hooded Man of Sherwood

Outlaw, archer and greenwood commander: Robin turns corrupt law, forest custom and carefully chosen mercy into a war of ambush and reputation.

Robin Hood commands the most famous outlaw company in England from Sherwood Forest. He is not simply a robber with a good reputation. Robin controls safe paths, informants, food caches, foresters, village sympathisers and the moral discipline that stops a band of armed fugitives becoming ordinary predators. His legitimacy rests on a dangerous argument: law without justice may still be law, but it no longer deserves obedience.

At a Glance

  • Role: Outlaw captain, master archer and protector
  • Base: Sherwood Forest and Nottinghamshire roads
  • Status: Alive and active
  • Allies: Little John, Marian, Tuck, Will Scarlet, Alan-a-Dale, Much and Arthur a Bland
  • Enemies: Sheriff of Nottingham, Guy of Gisbourne and abusive forest officials

Game Statistics

5.5e / 2024

Robin Hood — CR 9 Medium Humanoid; AC 18; HP 126; Dex 20, Wis 17, Cha 18. Skills Acrobatics +9, Insight +7, Perception +10, Persuasion +8, Stealth +12, Survival +10. Multiattack: three longbow or shortsword attacks. Longbow: +9 to hit, 1d8+5 piercing plus 1d6 precision damage once per turn. Greenwood Step: Hide or Disengage as a bonus action. Split the Shaft: reaction, +4 AC against one ranged weapon attack. Outlaw Captain: one ally within 30 feet may move half speed as Robin’s bonus action.

Pathfinder 1e

Robin Hood — CR 10 human ranger 5/rogue 5; hp 96; AC 22; longbow +18/+13; sneak attack +3d6; favored terrain (forest +4); Acrobatics +18, Diplomacy +17, Perception +18, Stealth +22, Survival +18.

D&D 3.5e

Robin Hood — CR 10 human ranger 5/rogue 5; hp 80; AC 21; longbow +16/+11; sneak attack +3d6; woodland stride; Point Blank Shot, Precise Shot, Rapid Shot and Improved Precise Shot.

What Is Robin Hood Doing Right Now?

Robin is intercepting dubious warrants, tracking new patrol routes and deciding whether a confiscation campaign around Nottingham is genuine Crown policy or locally manufactured abuse.

He is also trying to keep several independent outlaw groups from committing murders in his name. Reputation protects Sherwood only while ordinary people believe Robin’s justice is better than the Sheriff’s.

Encounters

  • Robin stops the party but asks questions before demanding coin.
  • A forged warrant may force Robin and the party onto the same side.
  • He offers to return a captured official in exchange for prisoners held in Nottingham.
  • A village asks Robin for protection from criminals pretending to be Merry Men.

Personality, Appearance and Manner

Charming, watchful and theatrical because reputation is part of his armour. Robin enjoys humiliating bullies but becomes very serious around hunger, false law and betrayal.

He wears practical forest greens and browns, uses no crown or grand badge, and carries the longbow that makes his identity unmistakable once he chooses to be seen.

Relationships and Influence

  • Little John: lieutenant and the man trusted to contradict him.
  • Marian: ally, intelligence source and emotional complication, never a subordinate.
  • Tuck of Sherwood: counsellor on hospitality, custom and restraint.
  • The Sheriff: institutional enemy whose office can outlast any one quarrel.
  • Guy of Gisbourne: dangerous tracker who attacks the network rather than merely chasing Robin.

Equipment and Possessions

  • Longbow with bodkin and broadhead arrows
  • Shortsword and hunting knife
  • Green cloak and climbing line
  • Signal horn
  • Hidden coin and food caches
  • Forester signs and coded messages

Using This NPC at the Table

Robin should create choices, not simply hand out missions. He can oppose the party when they enforce unjust orders, assist them when official law is being forged or abused, and force them to decide whether legality and justice are actually aligned.

Adventure Hooks

  • The Wrong Warrant: Robin wants proof before attacking its bearers.
  • Two Employers: the Sheriff hires the party to escort money Robin claims was extorted.
  • The False Merry Men: killers use his name to terrify villages.
  • The Forest Oath: one of Robin’s own men has broken his rules.
  • The Royal Road: Robin must decide whether to rob a convoy tied directly to Henry VI.

Related Places and People

Sources and Adaptation

Consolidated from the Robin Hood tradition and the existing campaign page. Repeated legacy stat blocks and adventure appendices are removed; the active 1454 outlaw network is retained and strengthened.

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