Brute. A melee weapon deals one extra die of its damage when the Beastman hits with it (included in the attack).
Heart of the Beast. The Beastman has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Surprise Attack. If the Beastman 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.
Spellcasting. The beastman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The beastman has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st Level (4 slots): entangle, fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Level (2 slots): conjure animals, plant growth
Multiattack. The Beastman makes two melee attacks.
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 2) piercing damage in melee or 6 (1d6 + 2) piercing damage at range.
Horns/Bite. Melee Attack: +5 to hit, reach 5ft. One target Hit: 9 (2d6 + 2) piercing damage.
Description
Bray-Shamans, known also as the Speakers of the Dark Council, are powerful, if primitive, Sorcerers who occupy a unique and privileged position within the brutal and bitter world of the Beastmen. They have no need to defend themselves from other members of their tribe, for none would dare assault them. Not even the mightiest Beastlord would harm a Bray-Shaman, for they speak the will of the Dark Gods, and those that defy the gods pay the highest price of all.
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