Brute. A melee weapon deals one extra die of its damage when the Wargal hits with it (included in the attack).
Surprise Attack. If the Wargal surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Menacing Glare. The First time a player encounters a Wargal face to face they must succeed a DC 15 wisdom saving throw or become Frightened. Any creature that has succeeded in this save before it is immune to the effects.
Simple Minded. A creature with a superior mind and proper training can dominate a Wargal and bend them to their will, a creature with the proper training must succeed a DC 13 intelligence check. On success the Wargal is bent to the will of the superior mind and will obey all mental orders without question, the Wargal can be directed to obey orders by its master as a free action on his/her turn. A Wargal that is under control of another mind is immune to the domination of another while the original dominator is alive and still wishing to be in control.
Fear of Horses. When encountering a horse the Wargal must make a wisdom saving throw or become frightened, a Wargal that is being dominated by a superior mind has advantage on this save.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands,
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Description
The Wargal is a bear or large dog-like humanoid creature with a snout and dark hair and both shaped like a mixture of ape and bear. They have small red eyes that glow with dull hatred. Despite their large size, Wargals are surprisingly fast in combat but their claws affected their accuracy when throwing rocks or javelins. Wargals also have opposable thumbs which allow them to grip weapons in battle. They also chant most of the time while they walk to make the pace for the others, such as when a sergeant might call the steps for the troops of infantry.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/9/2022 5:55:11 PM
|
2
|
0
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Nov 27, 2024Thanks a lot, I'm going to use this in my next campaign.