Nimble Escape. The Brays can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The Brays has an advantage on an attack roll against a creature if at least one of the Brays allies is within 5 feet of the creature and the ally isn’t incapacitated.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
Brays - Brays are a lowly breed of Beastmen. Their name refers to the braying cacophony they make when they feast or fight together. Brays can appear in any form and are mainly distinguished by the fact they lack any kind of horns.
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