BEASTPERSON


Beastpersons are the monstrous results of magical mutation. During the Great Cheese War powerful sorcerers created these humanoids to serve in their armies by exposing hoofed animals to massive amounts of The Taint and their evil rituals. The resultant goatpersons, boarpersons, deerpersons, and faux minotaurs have the physical versatility of humanoids, with the scent, and proclivity towards fleas and slobbering of their great grandparents. 
When the war ended and their masters were vanquished, beastpersons were turned loose into the world where they’ve grouped together into tribal bands, raiding villages here and there, generally scaring the crap out of everyone. Sometimes striking out on their own for other forms of adventure.

Beastperson heads can appear completely animalian, equal parts human and animal, or mostly human. A particularly brutish human. Legs are similarly a mixed bag of human and animal, while all have human arms and torsos with the tail and horns of their component animal; goat, deer, cattle, or boar. Their limbs are covered with coarse fur in any color.

Beastperson Traits 
The following traits are shared by player characters who are beastpersons.
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence decreases by 1.
Age. Beastpersons mature at the rate of beasts rather than persons. There mutations seem to limit their average lifespan to around 60 years.
Alignment. Without their cruel sorcerous overlords to impose order, Beastpersons run wild. With few exceptions they embody chaos.
Size. Beastpersons are roughly 6 to 7 feet in height, with dense, hulking builds. Your size is Medium.

Height
Weight
70 + 2d8"
198 + 10d12 lb.

Speed and Movement. Your base walking speed is 30 feet.
Darkvision. Having been formed in deep dark pits, and accustomed to a life of night raids, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Musky. You have proficiency in the Intimidation skill as a result of your, grim, unnatural stink. 
Horns and Tusks. Your protruding face bits are natural melee weapons, with which you’re proficient. If you have goat horns, they deal 1d6 + your strength modifier in bludgeoning damage, while deer antlers and bull horns deal 1d6 + your strength modifier in piercing damage, and boar tusks deal 1d6 + your strength modifier in slashing damage.
Gore. If you move at least 10 feet straight toward a creature and then hit it with a horn attack on the same turn, that target must succeed on a strength saving throw versus your Strength score or be knocked prone. This only effects creatures one size category above your own, and lower.
Roughneck. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common.

See Nether Regionz Issue 3 for more details, naming conventions, beastperson specific backgrounds and subraces.

No comments:

Post a Comment