Beastman | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Beastman

Within the home of many a grieving mother, a child has been born far worse off than death. Twisting horns curl around the goat mouth that weeps for its mother’s milk. A beastman is born. Within the Imperium, these foul abominations are treated as tolerable at best. At worst, the family that begat such spawn is put under scrutiny, by local police forces, or perhaps even the Inquisition itself. Regardless of reason, beastmen are commonly put to work in one of two ways, should they be allowed to live: either put in a forgotten mine, slaving away for the rest of its miserable existence, or into the ranks of the Imperial Guard—at least in death, it may be validated in the Emperor’s eyes, should He be merciful upon such a wretched creature. Many feral worlds, feudal worlds, and penal colonies make use of beastmen, as their raw physical strength has found uses in the backwater planets willing to overlook such a deformity. Despite these deformities, most beastmen have been reported to be remarkably loyal to those who treat them well. Even still, many beastmen have fallen prey to the clutches of Chaos, bathing in the gifts of the Dark Gods. It is well known that beastmen are favored by the dark gods.
ability score increase: Your Strength score increases by 2, and your Constitution score increases by 1.
age:
alignment: Beastmen lean towards chaotic alignments, and do not stray towards good nor evil. If a beastmen is created through warp taint, they may be more susceptible to an evil disposition.
Size: Medium
speed: Your base walking speed is 30 feet
Languages: You can speak, read, and write Low Gothic, and your choice of Chaos, Heretic, Imperial Codes, or Triba
race features:
  • Ram. You can use your head and horns as natural weapons to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.
  • Goring Rush. After you move at least 20 feet in a straight line on your turn, you can make one melee attack with your natural weapons as a bonus action.
  • Hammering Blows. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your head or horns. The target must be no more than one size larger than you and be within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
  • Beast Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival

Created by

Nice Cock.

Statblock Type

Race/Species

Link/Embed