Bahgra Scout

Medium humanoid (baghra), neutral

Armor Class 13 (leather armor)
Hit Points 16 (3d8+3)
Speed 30 ft.

14 (+2) 14 (+2) 12 (+1) 9 (-1) 13 (+1) 12 (+1)

Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Bahgra, understands Common but can’t speak languages other than Bahgra
Challenge 1/2 (100 XP)


  • Keen Hearing and Sight. The bahgra scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Pack Tactics. The bahgra scout has advantage on an attack roll against a creature if at least one of the scout’s allies is within 5 feet of the creature, and the ally isn’t incapacitated.


  • Multiattack. The bahgra scout makes two melee attacks or two ranged attacks.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


The bahgra are uncharitably (but not without good cause) referred to as “dog folk”, due to their distinctly canine features. They stand upright and possess fully articulate hands, while their skull and face are inhuman. Unlike canines, bahgra can perform something close to a smile, but lack the lips and facial control to make certain sounds necessary to many humanoid languages. They are generally taller than dwarves but shorter than humans. Bahgra flourish in temperate and cold temperatures thanks to their natural fur coats. Bahgra stand about 5 feet tall and weigh over 200 pounds.

Stunted Culture. Bahgra are intelligent, but in respect to the Elder races, they are little more than savages. Discovered by the krang while that race was still a member the Ultari Hegemony, the bahgra never had the opportunity to make important discoveries on their own. They did not naturally achieve developmental milestones such as the discovery of mathematics, writing, literature, arts, and engineering. When the krang discovered the bahgra were capable of learning advanced concepts, they were confronted with a choice. Do nothing with the likelihood that the other races of the Hegemony would enslave them utterly, or quietly “uplift” them so that they could at least rise to the status of laborer or soldier caste rather than abject slavery. When the krang defected from the Hegemony and joined the Bellianic Accord, they attempted to bring their client race with them. Unfortunately, at that point the bahgra could be found on any number of Hegemony worlds. Young and culturally contaminated, bahgra remain one of the interstellar conflict’s neutral races.

Pack Mentality. Bahgra make excellent skilled laborers and warriors. They possess a natural “team” instinct which makes them well suited to construction and manufacturing. This also expresses itself in combat, as bahgra excel in pack-based tactics.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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