Medium Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 60 (7d8 + 28)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +5, CON +6
Skills Survival +2
Damage Resistances Poison, Psychic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal ("The Beast Tongue" - See Description), Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Disease Carriers. Beastmen infect those they touch or injure with a leprous rotting disease. The immediate effect of the disease is that the target cannot recover benefits from a long rest, and the hit point maximum drops by 1d6 per day. If the target’s hit point maximum reaches zero he or she dies. A cure disease spell will cure the inflicted target. The target may make a new save (CON DC 14) once per week to recover naturally.

Keen Senses. The beastman has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Charge. If the beastman moves at least 10 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack. The Beastman makes two attacks with either its greataxe or claws.

Melee Attack - Greataxe. +6 attack (reach 5 ft.; one target); Hit: 1d12+3 slashing plus 2d4 poison damage and target must make a DC 14 save vs. CON or become inflicted with a leprous rotting disease (see Disease Carriers trait).

Melee Attack - Claws. +6 attack (reach 5 ft.; one target): Hit: 1d4+3 damage slashing plus 2d4 poison damage and and target must make a DC 14 save vs. CON or become inflicted with a leprous rotting disease (see Disease Carriers trait).

Description

Beastmen are partly human and partly animal creatures. Their minds too are a hybrid of man and beast; although they have the intelligence of humans, they employ it with the savage cunning of a wild animal.

Throughout the world, Beastmen thrive upon the edges of civilization, raiding isolated farmsteads, villages, and other settlements. They are most numerous towards the north, such as the dark forests of the Savernake and the Forest of Shadows

The Beastmen, sometimes known as the Cloven Ones, the Horned Ones, the Beast of Chaos or even the Children of Chaos are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence. Proud of their origins, it is said that they are the descendants of ancient humans corrupted and twisted by the influence of Chaos at the dawn of Chaos's coming into the world.

Beastmen have a difficult time forming the words of the "Dark Tongue" (aka Abyssal) with their malformed bestial maws. As a result, they use a crude mixture of Dark Tongue, body movements, grunts, clicks, and pops, collectively called "the Beast Tongue".

Sources: 

  • 1: Blood and Darkness (Short Story) by William King
  • 2: Warhammer Armies: Beasts of Chaos (6th Edition) (2003), pg. 17
  • The Lexicanum 

 

Monster Tags: monstrosity

Habitat: ArcticForestMountain

umberfane

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