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Beastman Warchief

Medium humanoid (human), chaotic evil

Armor Class 13 (hide armor)
Hit Points 75 (10d8+30)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 8 (–1) 12 (+1) 11 (+0)

Skills Athletics +6, Intimidation +2, Stealth +3
Senses passive Perception 11
Languages Urgan
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Keen Nose The beastman has tactical advantage on Perception checks involving scent.
  • Sudden Fury The beastman has tactical advantage on attacks during the first round of an encounter.

ACTIONS

  • Multiattack. The warchief makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+4 bludgeoning damage.
  • Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 1d6+4 piercing damage.

REACTIONS

  • Brutal Bash When an enemy misses the warchief with a melee attack, the warchief can attempt to push the triggering enemy 5 feet. The warchief makes an Athletics check opposed by the target’s choice of Strength/Athletics or Dexterity/Acrobatics. If the warchief succeeds, the warchief can make a greatclub attack against any target within reach.

ABOUT

This hulking brute stands well over 6 feet tall and seems more ape than man. He wears poorly cured armor made from animal hides, and carries a big two-handed club.

Beastman politics are simple: The biggest warrior is in charge, so most warchiefs are the fiercest and most bloodthirsty warriors of their tribes. They lead by example, charging heedlessly into almost any fight in the hope of striking the first blow. However, most warchiefs possess a certain low cunning to go along with their superior size and strength, making them masters of strategy compared to their fellows.

Beastman Characters

Beastmen are not normally PCs, but if the GM wishes to create unique beastman villains, then beastmen have the following racial traits.

  • Ability Scores: +2 Strength, +1 Constitution, -1 Intelligence. Beastmen are strong and hardy, but tend to be cunning rather than bright.
  • Keen Nose: Beastmen gain tactical advantage on Perception checks involving scent.
  • Sudden Fury: Beastmen gain tactical advantage on attack rolls during the first round of an encounter.
  • Language: Beastmen begin play speaking a debased form of Low Atlantean and Urgan.
Section 15: Copyright Notice
Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert