Beastmen are creatures of chaos. As a result of their ability to mate with anything, they have the body of a man and the features of their animal parent, often deer, goats, antelope, cattle, and sheep. The animal parent normally dies with the child eating its way out of the host at full gestation. Since the fall of the Eldren they can be found in the service of The Crawling Terror, The Ravenous Man or The Unmerciful. Those that are infected by "The Black Rot" are under the service of The Dark One.
A typical Beastmen generally has a certain appearance that is consistent with most other Beastmen breeds. Most Beastmen are known for having the head and legs of various animals, the most common are usually the heads of cattle or goats, though some have been seen with traits of other animals as well. Their overall body, however, is noticeably humanoid, with the chest and arms resembling that of a Man. They are capable of walking in an upright posture, but some have been known to walk on all fours. Their matted hair is encrusted with blood and dung, a haven for fat ticks and colonies of fleas that keep the Beastmen in a constant state of agitation. Due to their harsh living, Beastmen are naturally strong and well-muscled.
D&D 5E
Beastman, lesser
Medium monstrosity, chaotic evil
Armor Class 13
Hit Points 37 (5d8+15)
Speed 30 ft.
STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 6 (-2), WIS 12 (+1), CHA 6 (-2)
Skills Perception +3
Damage Immunities poison
Condition Immunities diseased
Senses darkvision 90 ft., Passive Perception 13
Languages Low Ael
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions
1 Handed Weapon (Long Sword or Battle Axe). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage plus 2 (1d4) poison damage*.
Butt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) bludgeoning damage. DC10 Constitution Saving Throw or be stunned for the remainder of this round and the next.
Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage plus 2 (1d4) poison damage*.
*Poison DC10 Constitution Saving Throw each time or take the extra Poison Damage
Beastman, greater
Medium monstrosity, chaotic evil
Armor Class 15
Hit Points 45 (6d8+18)
Speed 30 ft.
STR 18 (+4), DEX 10 (+0), CON 16 (+3), INT 6 (-2), WIS 12 (+1), CHA 6 (-2)
Skills Perception +3
Damage Immunities poison
Condition Immunities diseased
Senses darkvision 90 ft., Passive Perception 13
Languages Low Ael
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions
Multiattack. Broo, greater makes two Great Axe attacks.
Great Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage plus 2 (1d4) poison damage*.
Butt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. DC12 Constitution Saving Throw or be stunned for the remainder of this round and the next.
Long Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage plus 2 (1d4) poison damage*.
*Poison DC10 Constitution Saving Throw each time or take the extra Poison Damage
Beastman, lesser
Aspect/Alignment: Dark/Evil
Size: Medium 12 (2)
Type: Monstrous Humanoid 4 (2)
Toughness: Weak -2 (/2)
Body: 14
Health: 28
Skill Tier: Skilled
Basic: 40%
Combat: 50%
Advanced: 20%
Skills of Note: Perception.
Armour: 2D6+2, Hide
Attacks
Butt*, Attack: 50%/10%, Damage 5D6+1
Spear**, Attack: 50%/10%, Damage 5D6+1
Recurve Bow**, Attack 50%/10%, Damage 5D6
Special Actions
*Butt: when target it struck by a Butt it must make an Endurance test or be stunned for the remainder of the round and the next.
** Poison: POT12 Poison causes an additional 1D6 damage