Large Beast (Human), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 80 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Deep Speech
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the Bullkin moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Reckless. At the start of its turn, the Bullkin can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

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

Description

Wretched, feral and cursed, the beastborn are a blight upon any land they inhabit. Ravenous raiders, ruthless marauders, and unrepentant killers, they are thought to have once been westermen and elves who were cursed by an ancient and evil spirit to plague and ravage the lands they once called home. They exist in only the deepest and remote places of the wilderness in unreachable hovels, sallying out in hordes to prey upon anyone and anything that gets in their way before slipping back into the wilds ahead of any real retribution. Beastborn come in many varieties, but do not live in exclusive bands, mingling in their filthy and putrid lairs in a manner similar to the inhabitants of the cities of the westermen. The most common varieties of beastborn are hybrids of human-like features twisted with the features of rats, wolves, coyotes, bears, goats, weasels, bulls, boar & elk.

 

Habitat: DesertGrasslandHillMountain

Nemike

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