Warhammer's guide to DnD - Beastmen

by danielosky95

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WARHAMMER'S GUIDE

Contents

CONTENTS

Chapter 1

The Beastmen

BEASTMEN
Dwarf Myth:

"When the world was very young, a group of nomads drifted north into the icy steppes where they tamed wild dogs to help herd wild boar, long horned cattle, and goats, which they raised for food and clothing. When the Gate of Heaven collapsed, Chaos was released into our world, saturating the people of the north. The loosed energy of Chaos melded these poor simple folk with their herds and other animals, warping them into the Beastmen we recognise today."

The Beastmen

The Beastmen, sometimes known as the Cloven Ones, the Horned Ones, the Beast of Chaos or even the Children of Chaos are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence. Proud of their origins, it is said that they are the descendants of ancient humans corrupted and twisted by the influence of Chaos at the dawn of Chaos's coming into the world. From deep within the twisted forested woodlands of the Old World and beyond, the Beastmen are a violent, war driven race that seeks only to plague and destroy the civilizations of Mankind. They prey on the weak and defenseless, striking at lonely settlements without warning in a rampage of destruction before disappearing into the protective darkness of their dark wilderness, running away from the dire retribution that fails to follow.

Tribal Hierarchy. The Beastmen live by the base laws of nature, twisted beyond recognition by the corrupting influence that is Chaos. Though they may walk upright and speak, the Beastmen are as close to animals as they are to men. Violence simmers beneath the surface of every exchange, each Beastman seeking every opportunity to enforce his superiority to all others. Domination is enforced with bloody violence, and every Beastman quickly learns his place under the heel of the warherd's chieftain. Should any one of their numbers show weakness, the victim will suffer for it, and his position within the warherd will be diminished.

Heretic Religion. The Beastmen all worship the Gods of Chaos as the one true divine powers of the World. They are the product of their corruption and as such are wholly dedicated to the spreading of their will to all lands of the Old World and beyond. As these Beastmen pursue their endless hunt against all civilization, some Beastmen commit such acts of savagery and bloodshed that the attentions of the Dark Gods are turned their way.

Blood Grounds. The lands that the Beastmen use to hunt their prey are known collectively as Blood-Grounds. Every single creature within the Beastmen's bloodgrounds is prey, whether it flees as do the Goblins, evades as do the Wood Elves, or fights back as do the Men. Even the act of marching to war is akin to the hunt, of tracking or stalking the prey. Battle itself is like unto the act of a predator running down its prey, or the clash of rivals fighting to the last to determine the right to leadership and territorial dominance.

The Beastmen that lurk within the Forest of Shadows, for example, are constantly at war with others who would shelter in its darkness. Every new day, the warherds clash with Forest Goblins, human bandits and the shambling hordes of rotten corpses raised by reclusive Necromancers who hide from prying eyes in the woods. Because of this, the warherds of the Forest of Shadows, though fewer in number, are amongst the strongest and most belligerent in the entire Old World.

BEASTMEN

Ungors

Ungors, which means “not quite right Gors”, “other Gors” or "no Horns" are not as strong, tough, intelligent or robust of frame as the Gors, but they more than make up for it in sheer malevolence. Ungors are equal in size to men, and typically feature the hooves of a goat yet possess a human shaped face. They are physically smaller than other Beastmen and their horns are less impressive and less numerous.


Ungor

Medium humanoid, chaotic evil


  • Armor Class 16 (shield, hide)
  • Hit Points 11 (2d8 + 2)
  • Speed 15m.

STR DEX CON INT WIS CHA
12(+1) 14(+2) 13(+1) 8(-1) 15(+2) 7(-2)

  • Skills Stealth +4, Survival +4
  • Senses darkvision, passive Perception 12
  • Languages Beast Tongue
  • Challenge 1/4 (50 XP)

Forest Ambusher. The ungor has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.

Beast Charge. If the ungor moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be pushed up to 3m and knocked prone.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 1,5m or range 6/18m, one target. Hit: 5 (1d6+2) piercing damage.

Bow. Ranged Weapon Attack: +4 to hit, range 24/96m, one target. Hit: 5 (1d6+2) piercing damage.

Gore. Melee Weapon Attack: +3 to hit, reach 1,5m, one target. Hit: 3 (1d4 + 1) piercing damage.

Gors

Gors forms the great mass of the brayherds. Their appearance varies but all combine bestial features with those of a man. They have the savage fangs of a wolf and muscular bodies both well suited to enacting the violence and warfare that they crave. To face a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark and bawl an unceasing cacophony that fills the hearts of Men with dread. It's the horns that all Gors posses which separates them from other lesser breeds of Beastmen.


Gor

Medium humanoid, chaotic evil


  • Armor Class 13 (natural)
  • Hit Points 38 (5d8 + 15)
  • Speed 13,5m.

STR DEX CON INT WIS CHA
16(+3) 15(+2) 16 (+3) 6(-2) 13(+1) 8(-1)

  • Skills Stealth +5, Survival +4
  • Senses darkvision, passive Perception 11
  • Languages Beast Tongue
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the gor can move up to its speed toward an hostile creature that it can see.

Beast Charge. If the gor moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 3m and knocked prone.

Forest Ambusher. The gor has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.

Bestial Rage (Recharges after a Short or Long Rest). As a bonus action, the gor can enter a rage at the start of its turn. The rage lasts for 1 minute or until the gor is incapacitated. While raging, it gains the following benefits:

  • Advantage on Strength checks and saving throws.

  • +3 bonus to damage rolls with melee weapon attacks.

  • Resistance to bludgeoning, piercing and slashing damage.

Actions

Multiattack. The gor makes three attacks with its axes.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 7 (1d8 + 3) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 8 (2d4 + 3) piercing damage.

Count Boris Toddbringer, elector count of Middenheim:

"A whole eye and half a life I have spent fighting these things. Vicious, powerful creatures they are, the more terrifying because some have Human intelligence to work with their animal cunning and Chaos-spawned savagery."

BEASTMEN

Karzog, Beastigor Charioteer, Member of Gorthor's Herd:

"Chaos strong. Gors strong. Humans, Elves, Dwarf weak, weak weak. We win. We fight, we kill, one day we win. One day soon. You, if you lucky, we eat you, make you into part of us, make you better than you, stronger than any of you, stronger than all of you. Once this arm weak, like you. I eat many of your kind, now strong, strong, strong."

Bestigors

The Bestigors are the hardcore elite of the Beastmen tribes, warriors that are blessed with the most spectacular horns and possess of a mighty constitution and raw physical power that puts others of his kind to shame. As well as being stronger, they tend to be more disciplined, forming more organised ranks in battle than their quarrelsome lesser brethren, and they restrain themselves from their more disruptive excesses. They always wield the best weapons and wear the best armor available to the herd, sometimes even using weaponry culled from the corpses of their enemies. Because of their size and ferocity the Bestigors carve out a privileged position within the warherd, constantly enforcing their superiority upon the Gors and Ungors with random acts of excessive violence. This is a high honor, and the Bestigors pledge to fight to the death for the Beastlord.

Heinrich Malz, High Priest of Verena:

"Above the ordinary Gors of a beast tribe are the Bestigors, who tend to be larger, stronger, better equipped, and better disciplined than most Beastmen. When a group of Beastmen carries out an ambush or other attack, the Bestigors are typically the front line troops, closely supported by the Gors, with the Ungors harassing the enemy’s flanks."

BEASTMEN


Bestigor

Medium humanoid, chaotic evil


  • Armor Class 17 (scrap armor)
  • Hit Points 77 (9d8 + 36)
  • Speed 12m.

STR DEX CON INT WIS CHA
18(+4) 16(+3) 18(+4) 6(-2) 14(+2) 8(-1)

  • Saving Throws Str +8
  • Skills Athletics +8, Stealth +7, Survival +6
  • Senses darkvision, passive Perception 12
  • Languages Beast Tongue
  • Challenge 4 (1100 XP)

Beast Charge. If the bestigor moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 3m and knocked prone.

Forest Ambusher. The bestigor has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.

Frenzy. While in combat the bestigor has advantage on saving throws against charm and fear effects. In addition it can dash as a bonus action.

Reckless. The bestigor throws aside all concern for defense to attack with fierce desperation. Strength based melee attacks have advantage for this round of combat, but attacks against the bestigor also have advantage.

Actions

Multiattack. The bestigor makes two attacks with its greataxe and one gore attack with its horns.

Greataxe. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 10 (1d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 11 (2d6 + 4) piercing damage.

BEASTMEN

Beastlords

Beastlords are the strongest and most tyrannical leaders of the Beastmen tribes, all of whom are large, hairy, musclebound brutes possessed of a raw and savage might that far outshadows the rest of his brutish kin. They carry themselves with swaggering confidence, revelling in their own superiority over lesser beasts. Their thick, hairy skulls are crowned with magnificent sets of horns as sharp and hard as any blade, and their robust and heavily thewed bodies are covered with scar tissue and crudely rendered tattoos.

Many Beastmen champions bear a reward or Gift of Chaos, setting them apart from the rest of the herd. The threat of violence is implicit in their every gesture. A Beastlord commands such an impressive aura that he commands not one, but several warherds under his command, for it is a common ritual for all Wargors to compete each other in deadly duels to see who shall lead the herd on the warpath.

When battle is joined, the Beastlords lead the warherd from the front, usually accompanied by a retinue of his most vicious Bestigors. Experts in single combat, they seek out the leaders of the enemy armies, taking brutal satisfaction in smashing the warriors of lesser races into the dirt and taking their heads as grisly trophies. By slaying the leaders of the foe the Beastlords not only prove their supremacy over the civilised races but also gain the notice of the Dark Gods themselves.



Beastlord

Large humanoid, chaotic evil


  • Armor Class 19 (plate armor)
  • Hit Points 219 (19d10 + 114)
  • Speed 12m.

STR DEX CON INT WIS CHA
24(+7) 18(+4) 23(+6) 8(-1) 15(+2) 18(+4)

  • Saving Throws Str +12, Con +11, Cha +9
  • Skills Athletics +12, Intimidation +9, Stealth +9, Survival +7
  • Condition Immunities charmed, frightened
  • Senses darkvision, passive Perception 12
  • Languages Beast Tongue
  • Challenge 13 (10000 XP)

Legendary Resistance (3/day). If the Beastlord fails a saving throw, it can choose to succeed instead.

Rampage. When the Beastlord reduces a creature to 0 HP with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a gore attack.

Beast Charge. If the Beastlord moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 3m and knocked prone.

Forest Ambusher. The Beastlord has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.

Actions

Multiattack. The Beastlord makes three attacks with its blessed-greataxe.

Blessed-Greataxe +1. Melee Weapon Attack: +13 to hit, reach 3m, one target. Hit: 18 (3d6 + 8) slashing damage plus 5 (1d10) chaotic damage.

Gore. Melee Weapon Attack: +12 to hit, reach 1,5m, one target. Hit: 16 (2d8 + 7) piercing damage.

Thirsty Greataxe (Recharge 5-6). The Beastlord makes one attack with its Greataxe, if it lands the creature must succeed on a Constitution saving throw (DC=15) or loose a random limb.

Legendary Actions

The Beastlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Beastlord regains spent legendary actions at the start of its turn.

Detect. The Beastlord makes a Wisdom (Perception) check.

Rampage. The Beastlord moves up to half its speed and makes a gore attack.

Incite Rampage (Costs 2 Actions). One creature the Beastlord can see within 30m of it can use its reaction to make a melee attack if it can see or hear the Beastlord.

BEASTMEN

Bray Shamans

Bray Shamans, known also as the Speakers of the Dark Council, are powerful, if primitive, Sorcerers who occupy a unique and privileged position within the brutal and bitter world of the Beastmen. They have no need to defend themselves from other members of their tribe, for none would dare assault them. Not even the mightiest Beastlord would harm a Bray Shaman, for they speak the will of the Dark Gods, and those that defy the gods pay the highest price of all.

Bray Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them, and when their wrath is roused reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet. It is said that the Bray Shamans can take the form of the beasts of the wild wood, the better to spy upon Mankind. Countless are the tales of death and war presaged by visitations of evil eyed crows, owls or foxes. Many superstitions regarding such beasts grip the hearts of men, particularly in the most far flung townships and military outposts.

As the Beastlords are the embodiment of their race's hatred for Man, so the Bray Shamans embody the loathing of his gods. To blaspheme the deities of Man is to do ultimate honor to Chaos, and the Bray Shamans enact such defilement as the greatest of their rituals. The most blessed of all are those who have counselled their chieftains to wage unending war upon the Empire, and in so doing have burned to the ground the temples of the gods of Man. To the Bray Shamans, the ultimate act of worship is to slay Man's priests upon their own altars, to defecate upon their holy ground and to trample their sacred artefacts beneath the cloven feet of the warherd.

The Lore of Beasts spellcasting:

Every time that you cast a spell from the Lore of Beasts you have to roll a d20 and gain half that much Beast Points.

Results of 18, 19 or 20 represent respectively a minor, major or catastrophic miscast. This means that the spell fails in the way explained in its description and the DM has to roll on the appropriate Chaos Manifestation Table for ulterior effects (See chapter 3).

You have a pool of maximum 50 Beast Points, when you gain more than this amount you become unstable and you might loose your mind going into a feral rage. Every round of combat that you end with more than 50 Beast Points you have to succeed on a Wisdom saving throw (DC = currents Beast Points-50) or going under the effects of a failed Feeblemind spell (but you can repeat the save at the end of each day with DC15).

Meditation: As an action you can concentrate on ridding yourself of excessive feral madness, loosing 1d12 + Wis modifier Beast Points. Otherwise you automatically calm down when not casting any Lore of Beasts spell at a rate of 1 Beast Point lost every round.


Bray Shaman

Medium humanoid, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 12m.

STR DEX CON INT WIS CHA
12(+1) 15(+2) 17(+3) 16(+3) 22(+6) 17(+3)

  • Saving Throws Con +8, Int +8, Wis +11
  • Skills Animal Handling +11, Arcana +8,
    Insight +11, Nature +8, Religion +8
  • Damage immunities poison; bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities frightened, poisoned
  • Senses darkvision, passive Perception 16
  • Languages Beast Tongue, Common
  • Challenge 12 (8400 XP)

Gifted by the Gods. The Bray Shaman has advantage on saving throws against spells and spell-like effects. In addition all his attacks are considered magical.

Forest Ambusher. The Bray Shaman has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.

Spellcasting. The Bray Shaman spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It knows the following spells:

  • Cantrips (at will): Druidcraft, Poison Spray, Produce Flame, Silence.

  • Spells (Lore of Beasts): Speak with Animals, Animal Friendship, Claws of Fury, Crow's Feast, The Beast Unleashed, Wings of the Falcon, Pann's Impenetrable Pelt, Amber Spear.

Actions

Staff. Melee Weapon Attack: +7 to hit, reach 1,5m, one target. Hit: 6 (1d8 + 2) bludgeoning.

Change Shape (2/day). The Bray Shaman magically polymorphs into a beast with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The Bray Shaman's equipment melds with its new form. The Shaman reverts to its true form if it dies or falls unconscious. The Bray Shaman can also revert to its original form using a bonus action on its turn.
While in a new form, the Shaman retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

BEASTMEN

Lore of Beasts

The Lore of Beasts is the most feral of sorceries. It is the magic of animals and primal savagery. It is based on manipulation of Ghur, the Brown Wind of Magic through the following spells: Speak with Animals, Animal Friendship, Claws of Fury, Crow's Feast, The Beast Unleashed, Wings of the Falcon, Pann's Impenetrable Pelt, Amber Spear.

Magisters of this lore are known as Amber Wizards and they cleave to the wild places that are the source of their strength. As they gain in power, Amber Wizards grow ever more aloof and restless with human society, their thickly sprouting hair, ragged nails and pointed teeth mirroring the wild nature of their souls.

Claws of Fury

Feral transmutation


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: 1 hour

Your fingernails turn into razor sharp claws and your teeth grow into terrible fangs as you take on a feral aspect. You gain advantage on intimidation checks, a bite attack (spell attack bonus to hit, 1d10 + STR piercing damage) and a claws attack (spell attack bonus to hit, 1d6 + STR slashing damage).

You can take a multiattack action on your turn to make one bite attack and one claws attack, in addition you can attack with the claws again as a bonus action.

During the duration of the spell your Strength and Constitution are increased by 4.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control of the spell and your hands and teeth grow deformed causing intense pain as you suffer 2d10 bludgeoning damage.

Crow's Feast

Feral evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration up to 1 minute

You summon up a murder of supernatural crows anywhere within sight in a 30m radius that swoops down upon your enemies. These are Aethyric creatures of vengeance, with iron-shod beaks and bleeding feathers. They may be summoned anywhere, as they are capable of passing through any form of non-sentient material, rocks, metal etc. These “crows” always appear in huge flocks that obscure vision in the area and attack your enemies. Each hostile creature that starts its turn in the area must make a Constitution saving throw. On a failed save, a creature takes 2d10 piercing damage and is blinded until the end of its next turn as the crows attack its eyes.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control of the spell that goes off centered on you and lasts for 1 round affecting each creature in the area.

Ghur.

Ghur, the Lore of Beasts is the Brown Wind of Magic which is often called the Aethyr’s wild and bestial spirit. Ghur is used by the feral Amber Wizards to shape spells of beastcraft and communion. In strange shamanic rites, these Magisters can call Ghur into their bodies, allowing it to shape them into wolves and ravens, clawed savages and gentle horse whisperers. It is known as a savage Wind, the antithesis of civilization and domestication, as primal and unreasoning as it is devoid of malice.

The Beast Unleashed

Feral transmutation


  • Casting Time: 1 action
  • Range: 10m
  • Components: V, S
  • Duration: Concentration up to 1 hour

You unleash the primal savagery of your allies. Any friendly character within 10m of you goes into a frenzy rage. They gain resistance to bludgeoning, piercing and slashing damage and they can make one melee weapon attack as a bonus action during their turn. When the spell ends all those who were affected gain 1 level of exhaustion.

This spell does not work on animals since they are already feral beasts.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control of your magic causing 2d12 psychic damage on each of the targets. They also suffer a -4 penalty to Int and Cha for 1 minute.

BEASTMEN

Wings of the Falcon

Feral transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Concentration up to 1 hour

You touch a willing creature. The target gains a flying speed of 21m and a wing attack option as a bonus action (proficiency bonus + Str to hit, 1d8 + Str bludgeoning damage) for the duration. When the spell ends, the target falls if it is still aloft, unless It can stop the fall.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control of the winds of magic that rip through the target's back causing 1d4 bleeding wounds. Each wound causes 1d6 bleeding damage at the start of the creature turn and requires a successful medicine check (DC=14) to be closed. An healing spell gets rid automatically of the bleeding.

Pann's Impenetrable Pelt

Feral transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration up to 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, fur-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing, or it gains a +3 bonus to AC, whichever is higher.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control of the spell that softens the creature's skin, causing a -3 penalty to AC for 1d4 rounds.

Bloody Sacrifice.

Once the warherds are gathered into a mighty brayherd, the Bray Shamans will lead the Beastmen in a frenzied ritual celebration, their discordant bellowing audible for many miles around. They invoke the power of the Dark Gods, and infuse the assembled herds with bestial vigor. Blood sacrifices are made and the gizzards and hearts of captives are offered to the skies as the Beastmen thrash and convulse around the herdstone. All manner of unspeakable excesses are committed before the ritual reaches its climax and the horde explodes out of the forests to ravage the lands of the Old World.

Amber Spear

Feral evocation


  • Casting Time: 1 action
  • Range: Self (30m line)
  • Components: V, S
  • Duration: Instantaneous

A stroke of Primordial energy forming a line 30m long and 3m wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The spear corrodes nonmagical objects in the area that aren't being worn or carried.

Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the spear explodes in your hands making you the only target of the spell.

BEASTMEN

Minotaurs

     Minotaurs, also known as Bullgors are a massive bull-headed breed of the Beastmen race that are known famously for their savage temper, brute strength and an insatiable hunger for hot blood and raw flesh. Often growing to twice the height of a man and far greater in muscular bulk, their thick skulled heads are broad and ugly, and their sharp horns can eviscerate with a single thrust. Many have the cloven hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings.

Though they are less intelligent than even typical Beastmen, they are unnaturally strong and powerful, and make formidable warriors. Minotaurs are possessed of a terrible hunger for flesh, particularly the flesh of Humans. Yet it is not the gnawing hunger a mortal feels when deprived of sustenance, but a deep thirst for the unholy exhilaration the Minotaurs experience when they consume the flesh of their enemies. In this state, they join with the power of the Chaos Gods and share in a part of their glory.

Gorebulls are the leaders of a Minotaur tribe, and though they may not be as strong or favored as a Doombull, they are nonetheless ferocious behemoths clad in powerful armor and hefty war-axes. When Morrslieb is full in the sky, the Gorebulls roar out a bellowing call that resounds around the forest for many miles, attracting yet more Minotaurs and invoking the bloodgreed that runs through all of their kind.

Soon the forest will echo to the thunder of gargantuan hooves as Minotaurs gather by the hundred at the Herdstone, pawing the ground in their haste to trample and crush. It is not only Minotaurs who heed the call of the bloodgreed, for sometimes the Beastmen themselves will be swept up in the rush of primal instinct to fight and to feed. As bands of Minotaurs crash through the trees towards the settlements and fortifications of the civilised races, so groups of Gors and other Beastmen follow in their wake, consumed by the desire to wolf down the hot flesh of their enemies.

Doombulls, also known as Bloodcallers, the Fathers of Rage or simply as Minotaur Lords are the strongest and most ferocious of all Minotaurs, towering bull-headed and cloven hoofed beasts almost as broad as they are tall. Little more intelligent than their lesser kin, they are instead set above others of their kind by the sheer animal intensity of their hunger for flesh, and their inherent ability to invoke this intense bloodlust in others.

Though no master of strategy or battle doctrine, a Doombull is capable of leadership, of a sort. It is he that bellows the raw will of the Dark Ones, triggering a terrifying stampede that can only end when the horde's unnatural thirst is quenched with the blood of Man. As the Doombull's army smashes its way through the dark woods, the undergrowth is flattened and trees toppled all around. This is a truly horrifying sight for the occupants of any settlement in its path, for it spells certain and violent death. Yet even forewarned by the cacophony of the stampede's approach, the defenders of such fortifications are truly doomed, for the Doombull and his Minotaurs will be upon them in short order and their escape route is almost always barred by the gross mass of the warherd.


Minotaur

Large monstrosity, chaotic evil


  • Armor Class 16 (shield, natural armor)
  • Hit Points 137 (13d10 + 65)
  • Speed 15m.

STR DEX CON INT WIS CHA
22(+6) 11(+0) 20(+5) 6(-2) 16(+3) 9(-1)

  • Saving Throws Str +10, Con +9
  • Skills Athletics +10, Survival +7
  • Senses darkvision, passive Perception 13
  • Languages Beast Tongue
  • Challenge 6 (2300 XP)

Beast Charge. If the minotaur moves at least 9m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 6m and knocked prone.

Banquet of Flesh. When the minotaur reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to feast on the creature. The target suffers 13 (3d8) piercing damage and the minotaur regains hit points equal to that amount.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The minotaur makes two attacks with its battleaxe.

Battleaxe. Melee Weapon Attack: +10 to hit, reach 3m, one target. Hit: 13 (2d6 + 6) slashing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 1,5m, one target. Hit: 15 (2d8 + 6) piercing damage.

BEASTMEN



Doombull

Large monstrosity, chaotic evil


  • Armor Class 18 (scavenged plate armor)
  • Hit Points 275 (22d10 + 154)
  • Speed 15m.

STR DEX CON INT WIS CHA
28(+9) 10(+0) 24(+7) 6(-2) 16(+3) 18(+4)

  • Saving Throws Str +14, Con +12, Cha +9
  • Skills Athletics +14, Intimidation +14, Survival +8
  • Condition Immunities frightened
  • Senses darkvision, passive Perception 13
  • Languages Beast Tongue
  • Challenge 14 (11500 XP)

Legendary Resistance (3/day). If the Doombull fails a saving throw, it can choose to succeed instead.

Beast Charge. If the Doombull moves at least 9m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 9m and knocked prone.

Banquet of Flesh. When the Doombull reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to feast on the creature. The target suffers 18 (4d8) piercing damage and the Doombull regains hit points equal to that amount.

Bloodgreed. The Doombull has advantage on attack rolls against bloodied creatures (creatures that can bleed and are under half HP).

Reckless. At the start of its turn, the Doombull can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Doombull goes into its Primal Fury, if available, then makes two attacks with its thunder warhammer and one gore attack with its horns.

Thunder Warhammer +1. Melee Weapon Attack: +15 to hit, reach 3m, one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 5 (1d10) thunder damage.

Gore. Melee Weapon Attack: +14 to hit, reach 1,5m, one target. Hit: 27 (4d8 + 9) piercing damage.

Hooves. Melee Weapon Attack: +14 to hit, reach 1,5m, one target. Hit: 19 (3d6 + 9) bludgeoning damage.

Primal Fury (Recharge 4-6). The Doombull gains double speed, advantage on Dex saving throws and 1 extra action to dash or to make one melee attack until the end of this turn.

Legendary Actions

The Doombull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Doombull regains spent legendary actions at the start of its turn.

Gore. The Doombull makes a Gore attack.

Hooves. The Doombull makes a Hooves attack.

Thunderbolt (Costs 2 Actions). The Doombull throws its Thunder Warhammer making a range weapon attack (+6 to hit, range 9/30m, one target). On hit the target suffers 11 (2d10) thunder damage plus 11 (2d10) lightning damage and must succeed on a Con saving throw (DC=17) or be stunned for 1 round. The warhammer then magically flies back to the Doombull.

BEASTMEN

Centigors

Centigors, or Centaurs as some call them are a drunken, jealous race who, through some exposure to the warping powers of Chaos, have become a cross between a four legged creatures, such as horses and oxen, granting them great speed and strength, but the upper body of a humanoid with which they wield brutal weapons. Though they are not considered Beastmen in the strictest sense, being more beast than man, they nevertheless are often seen alongside their smaller brethren, especially during times of war.

Strong, vital and crude, these beast-centaurs are powerful creatures. However, they are not especially agile, and while they have great strength they lack the dexterity to manipulate objects with any skill or control. Centigors are bitter and spiteful, resenting their clumsy, awkward nature, and harbor a deep jealousy of creatures whose minds and bodies are better matched. This resentment engenders unpredictable behavior, rage, and merciless hatred, especially towards Humans. Although they are not very dexterous, they are able to wield brutal, basic weapons which match their vicious and bloodthirsty nature. Nomadic Centigor warbands can be found roaming the plains and steppes of the Chaos Wastes, occasionally venturing into the northern forests of the Empire.


Centigor

Large monstrosity, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 60 (7d10 + 21)
  • Speed 21m.

STR DEX CON INT WIS CHA
18(+4) 5(-3) 16(+3) 8(-1) 14(+2) 11(+0)

  • Skills Survival +5
  • Senses passive Perception 12
  • Languages Beast Tongue
  • Challenge 2 (450 XP)

Charge. If the centigor moves at least 9m straight toward a target and then hits it with a glaive attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack. The centigor makes two attacks: one with its glaive and one with its hooves or two with its throwing axes.

Glaive. Melee Weapon Attack: +7 to hit, reach 3m, one target. Hit: 9 (1d10 + 4) slashing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 1,5m, one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Throwing axes. Ranged Weapon Attack: +7 to hit, range 9/30m, one target. Hit: 7 (1d6 + 4) slashing damage.

Razorgor Chariots

Razorgor Chariots are a much larger, heavier and far more powerful variant of the smaller Tuskgor Chariots that is instead pulled into battle by a single massive Razorgor the size of a small peasant Hovel. When a particularly large Razorgor is encountered in the forests, a warherd's Chieftain will attempt to break its will as proof of his right to lead the warherd. Many Chieftains have been gored to death whilst attempting to hunt down a Razorgor, yet not to even attempt to do so is to invite a challenge by a disgusted follower.

The act of breaking the Razorgor is usually achieved by the Chieftain repeatedly beating the great hairy beast over the head with a large spiked club whilst somehow avoiding being impaled upon its many razor sharp tusks. Upon his victory over a particularly intimidating beast, a Chieftain will order a solid and impressive chariot built for it to draw. This he will ride into battle with savage pride, the chariot and the beast that pulls it a tangible sign of his favor in the eyes of the Ruinous Powers. Some chieftains harness Razorgor by even more unusual means; it is said that the infamous Beastlord Urgor Twinfist raised his barn-sized "pet" Guttgouge, on the flesh of his rivals from the day of its birth.

Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are herded into a loose pack and sent headlong into the enemy ranks.

BEASTMEN

Razorgor have beady eyes and poor vision, but when they catch sight of the enemy they are nigh uncontrollable. A charging Razorgor can flatten a tree or careen through a chapel wall when roused. The mess one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening. Thick-skinned and pig-headed, Razorgors are not exactly intelligent, however, their low cunning and brute strength makes them an invaluable addition to any army seeking some raw, if foully mutated, muscle. Razorgors have terrible eyesight, therefore they hunt predominantly by smell and sound.


Razorgor

Large monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 15m.

STR DEX CON INT WIS CHA
20(+5) 10(+0) 21(+5) 2(-4) 12(+1) 3(-4)

  • Skills perception +3
  • Senses passive Perception 13
  • Languages none
  • Challenge 3 (700 XP)

Charge. If the razorgor moves at least 9m straight toward a target and then hits with a tusk attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 6m and knocked prone.

Keen Smell. The razorgor has advantage on Wisdom (Perception) checks that rely on smell.

Spikes. Each creature that attacks the razorgor in melee in a 1,5m range from it, suffers 1d8 piercing damage.

Actions

Tusk. Melee Weapon Attack: +7 to hit, reach 1,5m, one target. Hit: 14 (2d8 + 5) piercing damage.

Variant Razorgor Chariot:

A Razorgor Chariot is a CR 4 (1100 XP), plus the CR of its rider, creature with the stats of a razorgor but with the following changes:

  • It has a rider, which can be a Gor or a Beastlord, with his own HP pool and his attacks. The rider is equipped with a Glaive (1d10 + Str, slashing) and a whip (1d4 + Str, slashing) which can be used as a bonus action.

  • Its AC is 16 (natural armor)

  • It has the following feature: Trample. The razorgor can charge trying to hit all the enemies, in a 30m long and 3m wide line, with a Tusk attack for 23 (4d8 + 5) piercing damage. Its rider can also attack, but just one target within range.

Cygors

The Cygors are distant cousins of the Minotaurs, but because they hail from the most tainted of all the realms of the Old World, they have diverged greatly from their kin. They are huge, hideously malformed giants, similar in form to Minotaurs, yet each possessed of but a single eye that barely sees the world in the centre of its forehead. Through this eye, the Cygor is cursed to see not the material realm that mortals perceive, but the evershifting Winds of Magic, seeing perfectly the spectrum of arcane power as they blow through and around the indistinct, ghostly shapes that populate their world.

Assailed by such visions since birth, Cygors are all quite mad. Thus, a Cygor will blunder indiscriminately through the material world, unable to catch the prey it so insatiably wants to devour.

BEASTMEN

They hunger constantly, for they can scarcely perceive the prey other Minotaurs might hunt down and devour. While a Cygor will devour his prey with as much, if not more, greed than a Minotaur, the victim's body is a merely a vessel for that which the Cygor truly craves above all else, the soul.

Conversely, a Cygor can detect those possessed of magical powers from leagues away, for the souls of these individuals blaze with searing light, and the Cygor desires to consume such sweetmeats above all others. These gigantic, eldritch predators constantly hunt mages, warlocks, and witches, desperate to consume their flesh and thereby ingest the bright soul within. Cygors are drawn to war by the twisted will of the Dark Gods, taunted by half-seen visions of light planted by the Chaos Powers or by the most powerful of the Bray Shamans. They unwittingly do the will of the Dark Gods even though they are cursed by them to an eternity of pain, bitterness and insanity.

On the field of battle they will seek out those wielding the powers of magic as a shark drawn to blood. They carry with them the rune etched remnants of shattered waystones, temples and monoliths, for this is the only unifying material they can truly perceive. These boulder sized missiles are hurled into the ranks of the foe so they can close with their prey unhindered. The sheer size and ferocity of a Cygor is terrifying enough to mortal men, but those who know of their terrible hunger fear them above all. The mere presence of a Cygor is often enough to cause enemy wizards to foul the casting of their spells. To the mage a Cygor is unutterably fearsome, for he knows that of all the warriors on the field of battle it is him alone that the Cygor wants to catch up in its gnarled and calloused hands and lift them upwards to that hungry maw, his flesh it wants to tear apart, and his soul it must devour to slake its unending thirst.


Cygor

Huge giant, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 12m.

STR DEX CON INT WIS CHA
24(+7) 11(+0) 20(+5) 8(-1) 2(-4) 10(+0)

  • Saving Throws Str +11, Con +9
  • Skills Athletics +11, Intimidation +11
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities blinded
  • Senses passive Perception 6
  • Languages Beast Tongue
  • Challenge 11 (7200 XP)

Poor Sight. The cygor has disadvantage on any attack roll against a target more than 9m away.

Mage slayer. The cygor has always advantage on attack rolls against casters or creatures that carry powerful magical items.

Attuned to the Winds of Magic. The cygor has advantage on saving throws against spell or spell-like effects. In addition the cygor's weapons are considered magical for the purpose of overcoming damage resistances.

Soul Devourer. The cygor can try to feast on the soul of an unconscious magic wielder in a 3m range as a bonus action. If the target fails a death saving throw it is instantly killed and the cygor regains a number of HP equal to half the maximum hit points of the creature.

Actions

Multiattack. The cygor makes three attacks with its Boulder Slam.

Boulder Slam. Melee Weapon Attack: +11 to hit, reach 4,5m, one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 30/120m, one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Jabberslythes

Jabberslythes are amongst the most ancient and foul of all the creatures of the deep forest of the Old World. They are truly repugnant to look upon, having such grotesque and twisted features that even the clearest pools of water will not offer up their reflection. A sickening fusion of toad, sludge drake, and many limbed insect, the Jabberslythe encompasses all that is unwholesome and vile about nature and magnifies it a hundredfold. Ungainly and clumsy creatures, Jabberslythes have mutated the better to catch agile prey such as the flittering spites that buzz around their lairs or the occasional Ungor who strays too close.

BEASTMEN

They have a thick, sticky proboscis like tongue that they can shoot out in the blink of an eye, capable of ensnaring and pulling a creature as large as a horse into the Jabberslythe's gaping mouth when it retracts. But the most horrendous of all the Jabberslythe's weapons is its vile appearance. The Jabberslythe is a creature so unsightly, a monster so disturbing to look upon, that an aura of madness surrounds it. There is something so unearthly and unsettling about these beasts that even to set eyes upon one is to go immediately and permanently insane. It is said that a Jabberslythe is so horrible to view, that even clear pools of water will not offer up a reflection. Those that look upon a Jabberslythe for too long find themselves clawing at their own eyes, crawling in tight circles, babbling nonsense rhymes in a gibberish tongue, shrieking with manic laughter, or even gutting themselves with their own weapons in their desperation to escape the nightmarish vision that has seared itself into their brains, forever haunting them.



Jabberslythe

Large monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 297 (22d10 + 176)
  • Speed 6m, fly 30m.

STR DEX CON INT WIS CHA
23(+6) 4(-3) 27(+8) 3(-4) 15(+2) 2(-4)

  • Saving Throws Str +11, Con +13, Wis +7
  • Skills Perception +7, Survival +7
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned, frightened
  • Senses passive Perception 17
  • Languages none
  • Challenge 15 (13000 XP)

Legendary Resistance (3/day). If the Jabberslythe fails a saving throw, it can choose to succeed instead.

Horrible Appearance. A creature that looks upon the Jabberslythe must succeed on a Wisdom saving throw (DC=18) or develop a short term madness (page 258 DM's guide).

Vile Stench. Each creature that breathes in a 6m radius around the Jabberslythe must succeed on a Constitution saving throw (DC=18) or become poisoned.

Back Spike Regrowth. The Jabberslythe has ten spikes on its back. Used spikes regrow when the Jabberslythe finishes a long rest.

Actions

Multiattack. The Jabberslythe can use its Ensnaring Tongue. It then makes four attacks: one with its bite, two with its claws and one with its tail.

Bite. Melee Weapon Attack: + 11 to hit, reach 1,5m, one target. Hit: 20 (4d6 + 6) piercing damage plus 14 (4d6) acid damage. If the target is a creature, it is grappled (escape DC 16) . Until this grapple ends, the target is restrained, and the Jabberslythe can't bite another target.

Claw. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Spikes. Ranged Weapon Attack: +11 to hit, range 9/30m, one target. Hit: 28 (4d10 + 6) piercing damage.

Ensnaring Tongue (Recharge 4-6). Melee Weapon Attack: +11 to hit, reach 12m, one target. Hit: 13 (2d6 + 6) acid damage. The target, if hit, must escape a grappling check of the Jabberslythe or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Jabberslythe, and it takes 28 (8d6) acid damage at the start of each of its turns. If the Jabberslythe takes 20 damage or more on a single turn from a creature inside it, the Jabberslythe must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 3m of the Jabberslythe. If the Jabberslythe dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 6m of movement, exiting prone.

Legendary Actions

The Jabberslythe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jabberslythe regains spent legendary actions at the start of its turn.

Fly. The Jabberslythe fly half its speed.

Wing attack (Costs 2 Actions). The Jabberslythe beats its wings. Each creature within 4,5m of the Jabberslythe must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Jabberslythe can then fly up to half its flying speed.

Spikes (Costs 2 Actions). The Jabberslythe makes one spikes attack.

Warhammer's

Guide to DnD.

The Beastmen

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