Medium Humanoid, Chaotic Evil
Armor Class 13 Natural and Leather
Hit Points 20 (4d6 + 3)
Speed 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws CON +3
Skills Survival +0
Condition Immunities Exhaustion
Senses Darkvision, Passive Perception 12
Languages Abyssal, Common, Deep Speech 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 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

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, the head is set into the chest

 

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.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) piercing damage.

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

A typical Beastmen generally has a certain appearance that is consistent with most other Beastmen breeds. Most Beastmen are known for having the head and legs of various animals, the most common are usually the heads of cattle or goats, though some have been seen with traits of other animals as well. Their overall body, however, is noticeably Humanoid, with the chest and arms resembling that of a Man. They are capable of walking in an upright posture, but some have been known to walk on all fours. Their matted hair is encrusted with blood and dung, a haven for fat ticks and colonies of fleas that keep the Beastmen in a constant state of agitation. Due to their harsh living, a Beastmen is also naturally strong and well muscled.

Physique: Ungors are much more variable in appearance. They possess some form of horns, but the Ungors themselves are not recognizable as either Caprigors or Bovigors. The most favored Ungors might possess a spectacular array of horns, or a single, fine horn, but most have only small or misshapen versions, which other Beastmen find contemptible. They also bear the most humanoid appearance.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2019 3:48:56 AM
14
2
1
Coming Soon

Habitat: ForestGrasslandHillMountainSwampUnderdark

Surmerus

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