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Human, Beastman

Nomads, raiders, forest folk. The beastmen of the goreherd rarely have fixed homes or abodes. Their nature often leading them to draw looks in more civilised parts, and their presence a painful reminder to sages and magi alike as to what can happen when a man explores the Amber Labrinyth and looses themselves within. Beastment often go by many names, Bugbears, Satyrs, Fawns, Centaurs, Lamia and not breeds are alike, and there are a wide varity of their kind.  
ability score increase: +2 WIS
age: 16 up to 50 years of age
Size: Medium
speed: 20ft per Action Point
Languages: Common Languages of the Area
parent race: Human
race features:
Bestial Features When creating a beastman character choose two features from the following list in how your charact is marked with signs of the beast;  
  1. Horns - You have a set of horns or antlers growing from your skull. Once per turn as an action you may take a melee attack action to headbutt a target, dealing 1d6 blugeoning damage, and stunning the target until the end of its next turn.
  2. Quadrapedal - You have a set of four legs, be these cat-like, bird-like, horse-like or simmilar. You increase your base movement speed by +10ft, but also now take up a 5ft by 10ft long space.
  3. Leaping Legs - You have legs built like a hare or goat capable of phenominal leaps of distance or height. Your jump distances are doubled.
  4. Furry Body - You have fur growing over much of your body. This fur gives you DR 2 against sources of cold damage.
  5. Unatural Eyes - You have strange goat-like or snake-like eyes. You have advantage on intimidation checks.
  6. Beastial Strength - You have strange unaturally powerful muscles, allowing you you increase you maximum ability score cap to 25
  7. Vestigile wings - You have a set of wings on your back, that allow you to avoid fall damage, so long as you choose to leap from a height and have space to manover to glide and make a landing (GM discretion applies), in addtion once per encounter, you may spend an action poins to buffet the air knocking all creatures in a 15ft cone ahead of you back 10ft and prone, if they fail a contested strength check against you.
  8. Sharp Senses - You have whiskers, large ears and/or a snout with a large nose allowing you to gain a +4 to passive and active perception against creatures sneaking up on you
  9. Tusked Maw - You have a set of elongated tusks, fangs, or enhanced canines that protrude from around your mouth. You gain a natural 1d6 piecing attack that causes 1 point of on-going bleed damage after a successful bite.
  10. Clawed Hands/Feet - Your fingers end in sharp claws, granting you a natural 1d6 slashing attack, when you rend a target you have advantage on grapple checks

Created by

MockTurtle.

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