Brute. A melee weapon deals one extra die of its damage when the Beastman hits with it (included in the attack).
Pack Tactics. The Beastman has advantage on an attack roll against a creature if at least one of the Beastman's allies is within 5 feet of the creature and the ally isn't incapacitated.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or fall prone.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Nimble Escape. The Beastman can take the Disengage or Hide action as a bonus action on each of its turns.
Opportunity Attack. Other creatures provoke an opportunity attack from the Beastman when they enter it's reach and when they leave.
Description
Primitive and paranoid, Beastmen are primitive humanoids who resemble humans but are covered in fur. They use both bronze and stone weapons. Beastmen shun outsiders and regard them with suspicion.
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