Wild Rage. While attacking, the beastman goes into a savage rage, increasing its damage by +4 and providing resistance to slashing, piercing and bludgeoning damage.
Reckless: The beastman's first attack is with advantage, but first attack against it is with advantage
Pack Tactics: If another beastman is within 5' of the person being attacked, they gain advantage
Pounce: If the beastman has at least 15' of travel before attacking, they will pounce on their victim. With a successful hit, the victim needs to make a strength saving throw (DC15) or be knocked prone. If prone, the beastman gets an additional attack with its claws or bite (+5 to hit, 3d6 damage).
Action Name. Enter the description for your action.
Action Melee Attack. 2X Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) Bludgeoning.
Action Melee Attack. 2x Claws or Bite: +5 to hit, reach 5ft, 1 target, Hit: 14 (2d6 + 6)
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Beastmen are an amalgamation of a humanoid creature and a beast. The origins of these creatures are rumored to have been from an experiment conducted on humanoids by devious but superior beings who planned to use the beastmen to cause havoc and destruction across the realms.
This fusion of beast and humanoid causes the beastmen to be filled with rage and anger and primal instinct to kill and eat its victims. They have a small amount of their humanoid senses left, but they are unable to resist the beastial urges inside of them. Their communication is limited but at times can be understood with crude words of common from time to time. They take commands only from their superiors, otherwise they are wild and unpredictable, but often hunt in packs.
The beastmen are as varied as humanoids, with the beast portion of each beastman varying from Wolves, Bears, Boar, Lizard, Crocodile, Bird, and any other non-insect that is native to the realms.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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