Homebrew Beastman Species Details

Beastmen are malign mutants born of foul rituals and wicked magicks. Many congregate in large tribes or "Brayherds" to wreak destruction amongst the realms of Mankind, however, very few may be born with more human and kind sensibilities, and are free from the dogmatic frenzy of their lesser, evil brethren.

Beastman Traits

Beastmen are empowered and mutated by the unnatural forces that created them, and frequently bear traits that defy nature's sacred laws.

Ability Score Increase

Your unholy mutations grant you increased Strength and Constitution, befitting of a witless brute of your nature. You gain +2 to your Strength and +1 to your Constitution.

Age

Most Beastmen live short, violent lives, but they have the capacity to live well over 100 years in age. Those who reach this age are either the eldest of a Brayherd's Shamans and Witches, or are ancient hermits, living far away from both their own kind, and civilization itself.

Size

Beastmen are variable in size, with the most common form, the Braygor, standing nearly 7 feet in height, and weighing nearly twice as much as a human of similar size. There are a few other forms of Beastmen, however. The smaller, weaker Ungors stand as tall as the average human, with less muscle and horns to weigh them down, while the exalted Bestigors can reach 8 feet in height, and weigh much more than their lesser kin.

Creature Type

Beastmen are Monstrosities, specifically chaos-born Monstrosities, and you gain Advantage on Intimidation rolls.

Darkvision

You are a creature at home in the dark, misty forests where men dare enter, and where light seldom shines. You have Darkvision up to 80 feet

Languages

Beastmen speak in crude languages, frequently hybrids of various foul tongues. You can speak and understand Minotaur, but cant write or read in it. You can write and read in Abyssal, however, and you can understand it as well. If you are a Braygor or Ungor, you can speak, read, write, and understand one other language of your choosing.

Bestial Charge

You move 10 feet towards a target, the target has to make a DC 12 Dexterity save or take 1d6 Piercing and Bludgeoning damage, and becomes Stunned for 1 turn. This counts as an Action.

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