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Beastmen: Vachar

In many depictions, the vachar are shown to be sneaky, cunning, and quick-witted, with a tendency to be attracted to the darkness and secrecy of the night. They are often associated with underground networks and criminal organizations, using their rat-like abilities to navigate tunnels and sewers and carry out covert activities.   Like other beastmen, a vachar can spread the beastman's disease through a bite or scratch. But unlike other beastmen, the vachar don't have an alpha or a minor form. In some stories, vachar are seen as tragic figures, cursed by fate to live in two worlds and never fully belonging to either. In others, they are portrayed as ruthless predators, using their rat-like abilities to terrorize and manipulate others for their own gain.  
Name- Beastman: Vachar
AC: 11 HP:34 Speed: 40 ft., Climb: 40 ft.
STR 10 (+0) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 8 (-1)
Vulnerabilities: Immunities: Resistances: Condition Immunities: Diseased, decaying
Challenge: 1, 200XP   Proficiency Bonus: +2   Skills: Darkvision 60 ft Passive Perception 13   Feats: Keen Smell. The Vachar has advantage on Wisdom (Perception) checks that rely on smell.   Pack Tactics. The creature has advantage on attack rolls against another creature if at least one other beastman is within 5 feet of the target creature and the ally isn't incapacitated.
Actions:   Multiattack The Vachar makes two attacks, only one of which can be a bite.   Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be inflicted with "diseased." (Diseased players have to spend their action vomiting on every third turn.)   Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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