Medium Humanoid, Any Chaotic Alignment
Armor Class 13 Natural Armour
Hit Points 45 (6d10 + 3)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
9 (-1)
CHA
4 (-3)
Senses Darkvision Beastmen can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. It cannot discern color in darkness, only shades of gray., Passive Perception 10
Languages Common, Deep Speech Beastmen can also speak to and understand beast of their same kind. ie) Bull headed beastmen can speak with cows, bulls and others of its ilk.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. Beastmen have advantage on Wisdom (Perception) checks that rely on Hearing and Smell.

 

Actions

Charge. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 4) Bludgeoning damage. If the beastman moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Description

These foul creatures have the forms of men, but have been twisted into animal shapes and bestowed unnatural attributes. They are the servants of the Chaos Gods, who forced these forms upon them - as well as other unnatural gifts. If Beastmen ever had Human blood in their veins, it is now so dilute, that they have become established as a race separate from the rest of humanity. They are despised by all other creatures, and live in small packs deep in forests, coming out only to plunder farms and poorly-protected villages. They speak a language called Deep Speech.

Physique: Beastmen are so varied in appearance that seldom do two identical once stand side by side. The most common types resemble Humans with a beast's head and legs, although others may have anlo animal heads. Beastmen do not breed as other races do, but new mutations are spawned. A large group of Beastmen will typically include individuals with extreme mutations, such as no head, limbs of variable size, multiple limbs or heads, and various skin colours and textures. These more extreme mutations are regarded as especially favoured by the Chaos Gods.

Chaos Beastmen are so variable that individuals are bound to have special powers or disadvantageous mutations. The following table presents a few sample mutations.

Roll 1d10: Mutation
1       Blood Lust              the insatiable desire to kill until it cannot go on
2       Multiple Arms        the creature has 1D4 extra arms (+1 Dexterity per arm)
3       Prehensile tail        capable of wielding a weapon (+1 Dex mod)
4       Tough Skin              +2 AC
5       Poisonous Bite       the creature's bite is venomous
6       Beast Head             the creature has an animal head
7       Beast Legs              Movement walk 35 ft.
8       One Leg                   the creature can hop at walking speed of 15 ft.
9       Tentacles                instead of arms (-1 Dex mod)
10     Headless                head is set into chest

Habitat: Forest

PilgrimQuest

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