Beastmen
Beastmen
BEASTMAN ATTACKS
D6 ATTACK
SHAMAN ATTACKS
The night sky was alive with glittering lights, thousands upon
thousands of stars. The forest seemed peaceful and quiet, with only Ram! The beast charges an adventurer with its Ram! The beast charges an adventurer with its
the damp chill that remained from the fog earlier that evening. The horns lowered, unless the adventurer makes a horns lowered, unless the adventurer makes a
travelling caravan hade med camp in a clearing where the trees 1 1
successful Evade (an action) they suffer 2D8+2 successful Evade (an action) they suffer 2D8+2
seemed lifeless and void of leaves, which was strange at this time of Bludgeoning damage and are knocked prone. Bludgeoning damage and are knocked prone.
the summer season. No-one thought anything more about it though.
As the company watched the stars above and slowly ate their
supper, none paid any attention to the near silent footfalls that was Warhammer! The beast takes a firm grip of its Powerword: Curse! The shaman chants strange
lowly approaching. A shriek rang out in the dark and a kettle fell warhammer and unleashes a powerful blow on the words and then points its staff towards an
noisly to the ground. People turned to see what was going on. 2
closest adventurer, inflicting 2D6 bludgeoning adventurer within 10 meters. That adventurer now
There they were, silent, their eyes glowing, the unnatural aura of damage. 2 suffers a bane on all actions until a stretch has
something twisted and warped about them. The air was soon filled passed, or the spell has been dispelled (Power
with the musk of their scent. As the leader brayed a warcry the herd Level 2). This spell can not be stacked on a target,
charged into the camp and swung their heavy clubs and Powerful blow! Grabbing it’s warhammer in both only one curse can affect one character at a time.
warhammers at anything living. Few escaped the bloodshed that hands the beast unleashes a powerful blow on the
night, and those who did still are haunted by the what they saw in 3
closest adventurer, inflicting 2D10 bludgeoning
their nightmares. damage. Blazing Gaze! Glaring at one adventurer within 10
meters the beast’s eyes flare up with unnatural
light, and the targeted character erupts in flames -
Twisted beyond recognition and far beyond any vindication, the beastmen are the true Children of Chaos. Hoof! With a kick strong enough to shatter bone inflicting 2D8 points of damage. If any damage
Unruly, coarse and foul, these savage warriors hurl themselves into battle with primal rage. These warped 4 and crumple metal, the beast’s hoof makes contact 3 remains after reduction by armor the target is set
hybrids of wild beasts and primitive humans wage war against all the civilized kin of the world. Order is with the closest adventurer, inflicting 2D8+2 aflame and suffers 1D6 damage per turn (armor
anathema to them and they seek to burn down entire cities, to trample under their hooves the bright bludgeoning damage. does not protect), unless they spend an action to
banners that represent the civilized nations and bring down their walls. The Children of Chaos, or else make a successful Evade roll to put out the flames.
known as The Cloven Ones, are present in almost all places of the world. Hiding under the shadows and The spell is a Power Level 1 spell.
Double Blow! With a powerful swing the beast
always stalking their prey, the beastmen are ready to go to war, united in a massive herd, they run with strikes two adventurers within 2 meters with its
deep hatred, seeking only to bring ruin and slaughter. Bellowing, braying and screaming the Cloven Ones 5
warhammer, inflicting 2D6 bludgeoning damage to Healing Chant! Chanting and pointing its staff
sound their brash horns as they quickly cover ground. The beast-horde has opened its jaws and is roaming each. This attack can be parried.
far and wide. 4 towards the nearest wounded ally, the shaman
They are one of the most reviled creatures of Chaos. They stand taller and wider than an ordinary human, heals that ally for 1D10 HP. This is a Power Level 1
with goat like heads crowned by curled horns, bodies covered in thick fur and reeking of an unplesant musk. spell.
Furious assault! In a fit of rage the beast
Muscularly built they are immensly strong. Exclusively carnivors that hunt prey, they relish the delicasy of pummels the closest adventurer with a series of
flesh from sentient beings. As such they can be found outside settlements or along roads hiding in the blows, hitting 1D3+1 times, each hit inflicting 2D6 Ensnaring Roots! Chanting loudly and swinging
shadows beneath the forest, laying in wait to spring an ambush on unwary travellers. 6
bludgeoning damage. Despite the number of hits its staff above its head, the shaman casts a Power
Their shamans cast bones and interpret the will of Maeragh - the bone woman - the chaos goddess they this attacks counts as a single one for the Level 2 spell; A victim within 10 meters is ensnared
worship above all. The shamans draw upon all the dark energies in the world to cast spells in aid of their purposes of parrying. This attack can be parried. by roots and branches and is unable to move.
brethren and and sow destruction and chaos wherever they go to battle. 5
Breaking free requires an Evade roll. Each attempt
Their territories are often marked by great rune stones on which hangs the grisly remains of sacrifices counts as an action in combat. Only one attempt is
performed to gain favor from their goddess. allowed per round, but others can help. The spell’s
duration is one shift.
Musk: Anyone who are within 4 meters of a Musk: Anyone who are within 4 meters of a
beatmen have their sense of smell beatmen have their sense of smell 1 Extra pair of arms - increase Ferocity by 1.
overwhelmed by their powerful musk. Those overwhelmed by their powerful musk. Those
who fail on a CON roll become Sickly as they are who fail on a CON roll become Sickly as they are
nauseus from the powerful smell. nauseus from the powerful smell. Mark of Chaos - the beastman has a Chaos
2 rune burned into its flesh. It acts as a
Mutation: As creatures of Chaos beastmen Mutation: As creatures of Chaos beastmen permanent Power Level 2 Protection spell.
have many variations to their form and shape, have many variations to their form and shape,
color, etc. Some have powerful mutations that color, etc. Some have powerful mutations that
allows them to mimic Mentalism spells, or some allows them to mimic Mentalism spells, or some Horrific! - any adventurer that face it must
are equipped with more than two arms, one are equipped with more than two arms, one 3
make a WIL roll or suffer a Fear attack.
head etc. head etc.
Plague Carriers: The most hideous aspect of Plague Carriers: The most hideous aspect of 4 Scaly Skin! - Increase Armor by 1
the beastmen is that they carry a plague that the beastmen is that they carry a plague that
they themselves are immune to. The plague are they themselves are immune to. The plague are
transmitted through contact with their blood transmitted through contact with their blood 5 Longstrider! - Increase movement by 4.
and have a Virulence of 12. and have a Virulence of 12.
Spellcaster: Shamans are spellcasters and as Resistant! - The beast suffers only half
such have their own Monster Attacks table on 6
damage from non-magical weapons.
the next page.
Made by Arioch1973 - Homebrew content. This content should always be free and not licensed. It is made for entertainment and not financial gain. Feel free to
share this document. All art assets and content are (C) Free League 2024.