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OSR: Beastmen

  • seeroftheabyss
  • 5 hours ago
  • 33 min read

Ideas borrowed from Runequest and Arnold K.


Savage brutes and vicious creatures, Beastman are raiders, pillagers and butchers that haunt the wilderness and the frontier where civilization has not successfully caught on. They are near-mindless in their hatred for civilization, regarding all who seek more than the meagre comforts of Mother Earth as ungrateful ingrates, worthy of only being hunted for sport or used as livestock.

Beastman Warrior


Number Appearing: 1d6+2

Alignment: Chaotic Evil

Languages: Beast Tongue

Treasure: Wine, food, scavenged armor, stolen weapons and jewelry, livestock


HD 2

AR 1

Atk Weapon (1d6+2)

Mor 14

Saves 8 or less


Natural Stealth: Beastmen have advantage on all checks or saves made to sneak or approach silently when in a natural environment, such as a forest, swamp, desert, etc.


Ambusher: Beastmen do +1d6 damage on a hit when attacking a surprised target.


Tactics:

- Sneak up on the target

- Ambush the most dangerous one

- Gang up on strong enemies

- Isolate weaker enemies

To customize a Beastman Warrior, roll on the tables below:


What type of Beastman was he?


1d6

1-4- One of the Common Types

5-6- One of the Uncommon Types.


Common Types:


1d6

1- Goatman. Goatmen are very lustful, even more than other Beastmen. They are as smart as humans and excellent climbers (+4 to all rolls to climb). Favorite weapon: Bow and arrow.

2- Sheepman. Sheepmen are very stupid and easily frightened (Mor 10). Most of the time used as slaves or servants by other Beastmen. Vicious in only the way the weak and cowardly can be. Favorite weapon: Slings or bow and arrow.

3- Cowman/Minotaur. Cowmen are stupid but very strong. React to things they don't understand with violence. +2 HD. Favorite weapon: Big clubs or hammers.

4- Horseman. Fast moving, but skittish (Mor 12, advantage on all checks to run away or move fast). Most obedient of all Beastmen soldiers. +1 HD. Favorite weapon: Spears or polearms.

5- Pigman. Inteligent, slightly dumber than the average human. Will pretend to be dumber than they are- this fools most non-Beastmen. +1 HD. Favorite weapon: Axes or swords.

6- Dogman. Loyal to their commanders, will fight and die to protect him (Mor 17 when it comes to protecting the leader). Fascinated by humans, will try to adopt or interact with one, usually with disastrous results. Favorite weapon: Swords.


Uncommon Types:


1d8

1- Bearman. Huge, anti-social beastmen. Do not take orders will, on a failed Morale check, will disobey. +3 HD. Favorite weapon: Anything huge and heavy.

2- Wolfman. Pack-hunters with an excellent sense of smell (+4 to all rolls to track). Favorite weapon: Swords or knives.

3- Lionman. Arrogant princelings with massive egos. If one is insulted, they must pass a Morale check or throw a temper tantrum and try to hurt the one responsible. Have excellent nightvision (can see in low-light, but not pitch darkness, as if it was bright light). +2 HD. Favorite weapon: long or bastard swords.

4- Tigerman. Cold-hearted, violent psychopaths. Do not care about social norms. Very good at sneaking, even in urban environments (+4 to stealth rolls everywhere). +2 HD. Favorite weapon: shortspears or daggers.

5- Alligator/Crocodileman. Extremely patient, unlike most Beastmen. Very good swimmers (+4 to all rolls to swim). They can also hold their breath for up to 30 minutes. +1 HD. Favorite weapon: Spears.

6- Sharkman. Ruthlessly pragmatic Beastmen who do not interact with others of their kind or anyone well, anti-social by nature. Can breathe underwater. +1 HD. Favorite weapon: Spears or tridents.

7- Dolphinman. Social butterflies and sexual deviants. Like to kidnap people and brainwash them, making them obedient slaves. Powerful swimmers (see Crocodileman) and have echolocation, allowing them to find their way in perfect darkness or through fog, though creatures with sharp hearing (dogs, cats, Elves) can hear these high-pitched clicks. Favorite weapon: Polearms or knives.

8- Deerman. Stealthy and cautious hunters, often acting as scouts. Can eat anything, even stuff other Beastmen wouldn't touch. Resistant to many poisons from constant exposure to many natural toxins. Favorite weapon: Bow and arrow.


If he is a Common Type of Beastman, he is part of a raiding party that is...


1d10

1-6- Composed entirely of his kind of Beastmen. Ex: A Goatman is joined by 1d6+1 other Goatmen.

7-8- Composed of only his kind of Beastmen EXCEPT for one Uncommon Beastman. Ex: A Goatman is joined by 1d6 Goatman and a Sharkman.

9-10 Composed entirely of another type of Common Beastmen, with the exception of him. Ex: A Goatman is joined by 1d6+1 Pigmen.

If he is an Uncommon Type of Beastman, he is part of a raiding party that is...


1d10

1-6- Composed entirely one one Common Type of Beastman, with the exception of him. Ex: A Sharkman is joined by 1d6+1 Goatmen.

7-8- Composed of 1d4 of Beastmen of his type and the rest are a random type of Common Beastmen. A Sharkman is joined by 1d4 Sharkmen and X Goatmen, where X is 1d6+2-1d4.

9-10- Composed entirely of his Type of Beastman. A Sharkman is joined by 1d6+1 other Sharkmen.


Beastmen Raiders are endemic to any part of the world where the grasp of Order is weak and the power of Nature is strong. Beastmen are children of the wilds- they hate civilization and Order. As such, when they see civilized folk erecting structures, establishing order and taming the Wild, this fills them with inarticulate rage. Beastmen will strike out against such people for daring to offend their Nameless Gods.


The Beastmen regard all the works of civilization, from architecture and art to language and mathematics, as unnatural. They despise and hate such things. You can see the effects of this rage in the aftermath of their raids- everything the Beastmen did not determine to be useful enough to steal will have been destroyed. - Artwork will be ruined, books burned, implements of farming smashed and used as fuel for their cook-fires.


If they have time, they will systematically desecrate the holy places and tear down the buildings one by one, but if they don't, burning the whole settlement to the ground works just as well.


As for the people of that settlement, the Beastmen will kill them if they must, but they prefer to take captives. This is an especially cruel fate, as unlike the other Savage Races, Beastmen do not primarily kidnap people for slaves or food. Instead, they take people to use as breeding stock.


<Sidebar>


Beastmen and Breeding:


While cross-breeding between Races is possible in Nukaria, it is harder depending on how similar the races are. An Elf and a Human can interbreed, but it's much harder than a Human and a Serpent-man.


If offspring are produced from such a pairing, the offspring will inherit more of the stronger parent's traits, as they have a stronger soul. Souls are inherited from the parents, through the temporary fusion of a male and female spirit.


The one exception to this rule are the Beastmen. Beastmen can breed with anything living, even creatures like Elves who are fertile only rarely. Additionally, a Beastman's essence will overpower any soul not sufficiently stronger than him, so any child of a Beastman will most likely be a Beastman. Even if the other parent is sufficiently strong, the Beastman's essence will still suffuse the child so even if they resemble more the other parent, they will still inherit some Beastmen traits, such as their incomprehensible fertility.


Beastmen can also breed with common animals and produce Beastmen. When the Beastmen attack the isolated farmstead, they won't just rape the farmer's wife and daughters, they'll take his cows, pigs and sheep too. This is where unusual varieties of Beastmen come from- some Beastmen managed to capture a Tiger or coax a Dolphin close enough to do the deed with it.


</Sidebar>


made using StableDiffusion
made using StableDiffusion

Beast(wo)man Courtesan


Number Appearing: 1d3

Alignment: Chaotic Evil

Languages: Beast Tongue, Lingua Franca

Treasure: Beautiful garments, jewelry, perfume, wine, drugs, aphrodisiacs


HD 1d3+1

AR 3

Atk Weapon (1d6+1/1d6+1) or Spell

Mor 12

Saves 10 or less


Aura of Beauty: When a creature first sees a Beastman Courtesan, that creature must save. On a failed save, the creature find the Courtesan very attractive and will be Charmed. This Charm effect lasts until the Courtesan does something unattractive or something that goes against the creature's goals or morals. Attacking or taking an action to harm the creature or his allies automatically ends this effect.


Natural Stealth: Beastmen have advantage on all checks or saves made to sneak or approach silently when in a natural environment, such as a forest, swamp, desert, etc.


Ambusher: Beastmen do +1d6 damage on a hit when attacking a surprised target.


Spellcasting: Beastman Courtesans can cast spells. They have 1d4+1 MD and know up to 5 spells. Their MD burn out on a roll of "5" or "6". The spells she knows will depend on what type of Magic she specializes in (see below).


Chaos: When a Beastman Courtesan rolls doubles or triples on her MD, roll on the table below.


1d6

1- One of her arms transforms into an enormous weapon (such as a crab claw or chitinous blade). This claw does 1d6+3 damage on a hit.

2- She vomits up a pool of acid. If she passes a CON save, she can spray a creature within 15', causing that creature to take 1d8 acid damage. If she fails, she dissolves her own armor or weapon (50% of each).

3- She loses her next turn as she grows larger. She can move but takes no further actions. She gains +1 HD from her enlarged size.

4- Her nipples begin lactating a sweet-smelling nectar. All male creatures within 30' must save or attempt to kidnap her. If any male creature succeeds on grabbing her, he will run away with her. Other male creatures within range will attempt to prevent this, as they want her too.

5- She begins secreting pheromones that drive male Beastmen into a state of fury. For the next 1d6 rounds, male Beastmen cannot fail a morale check and gain +1 to hit. This effect ends immediately if the Courtesan is killed or moves more than 100' away.

6- The Courtesan explodes- she does Xd6 damage, where X is the amount of MD she was attempting to use, to any creature within X*10', save for half. Ex: A Courtesan attempting to use 3 MD explodes for 3d6 damage, save for half, affecting all creatures within 30'.


Tactics:

- Sneak up on the target

- Ambush the most dangerous one

- Gang up on strong enemies

- Isolate weaker enemies

made using StableDiffusion
made using StableDiffusion

To customize a Beastman Courtesan, roll on the tables below:


What kind of Beastman is she?


(See Beastman Warrior)


What kind of magic does she specialize in?


1d6

1- Elemental Firepower. She will be helping out the warriors in battle, hurling devastating blasts of fire, ice, lightning and worse. She knows the spells Acid Spray, Cloudkill, Divine Retribution, Fireball and Freeze Ray.

2- Divination and Information-Gathering. If the Boyars and Herdmaster are smart, they will heed her warnings, as she knows much more than you'd think. She knows the spells Contact Outer Sphere, De-Synchronize, Detect Thoughts, Horoscope and Meteor Guard.

3- Plague and Disease. She is dedicated to the tiniest servants of her Gods, spreading plague and disease among the ranks of the enemy. She knows the spells Blight, Contagion, Inflict Paralysis, Ray of Sickness and Strip Senses.

4- Destruction of the City. She specializes in magic that destroys technology and weakens the influence of Order. She knows the spells Grasping Vine, Howl at the Moon, Primal Descent, Revolt Against the Modern World and Wildshape.

5- Healing and Restoration. She is the closest thing the Beastman have to a doctor. The warriors revere her for this. She knows the spells Healing Touch, Healing Hump, Magic Missile, Ounce of Prevention and Protection from Energy.

6- Charm and Sex Magic. She leads the ceremonial orgies and helps to funnel the vast amount of power generated. The most respected of Courtesans among the Beastmen. She knows the spells Arousal, Charm Person, Groping Tentacles, Teleport Clothes and Vagina Dentata.


What weapon does she fight with?


1d4

1- A brace of javelins (1d6+1). She will throw most of them, keeping one to stab with.

2- A sling. She can imbue her stones with power, allowing them to trigger a spell that ordinarily requires touch when the stone strikes someone.

3- A bow and arrow. She will carry (1d8) poisoned arrows or smear their tips in something unsanitary, such as feces.

4- A set (2d6) of throwing knives. She will keep two to use as stabbing implements and one concealed under her clothing for assassination.


Is she mated with/part of someone's harem?


1d6

1-2- No, she is single

3-6- Yes, she is.


If "Yes", she is...


1d6

1- Mated to a low-level warrior. She is trying to groom him to take command. Unlike normal Beastman relationships, she is the one carrying the club in this relationship.

2-4 Mated to a Beastman Boyar. She is mated to a Boyar and is helping him with his political machinations. If killed or harmed, her mate will seek revenge immediately.

5-6- Mated to the Herdmaster. She is part of the Herdmaster's (likely) vast harem. If she is harmed or killed, he will only take revenge if politically necessary or expedient- he has more breeders, perhaps even more Courtesans. However, if she was a favorite, bloody revenge is coming.


You would be correct in thinking that Beastmen females, also known as Does, Sows, Mares or Breeders, are incredibly poorly treated by their males, and you would be mostly correct. Most female Beastmen spend almost all of their time serving their men and being impregnated over and over again.


This doesn't excuse them from other duties, however, as most male Beastmen only care to fight, fuck and eat. Females are left to do the hard work of keeping the tribe together, handling the organization and administration that is required to keep even the most pathetic of societies that are the Beastmen Herds together.


However, you should not be too sympathetic to them, as Beastmen females share in the cruel and vicious nature of their race. Beastmen females take charge of the captive brought back by the males, putting them to work and throwing the females into the breeding pits for the males to use and abuse as they see fit.


Beastmen females also love to torment the male captives, taking the most beautiful ones as trophies and slaves, while the rest are put to work or slaughtered for meat. Yet in such a case, the former might envy the latter, as they are free from the torments of that vile race. Beastmen females are not always pregnant just because of their incredible fertility of their males, after all.


The one exception to this rule are the Courtesans, the magically gifted females of a Herd. Male Beastmen's magic manifests differently, but some females are able to utilize it to perform feats of magic- healing, strengthening allies, destroying the works of civilization and manipulating the elements. These Courtesans are given far more privileges than normal females- they must only service the Herdmaster or those he sends them too. They are even sometimes allowed to pick their own lovers, either from the Herd or from the captives.


Besides using their magic to help in battle, these Courtesans, overseeing the traditional breeding orgies that take place on Beastman holidays, telling the stories of their betrayed Mother-Goddess and help orchestrate any rituals the Herd participates in.

Beastman Rituals:


Beastmen Courtesans often recruit the other members of their Herd to perform grand rituals that enable the Courtesans to invoke the terrifying and destructive powers of their Green Gods and the Slumbering Mother. These rituals take a large number of Beastmen to perform and usually involve hours of dancing, singing, sacrificing captives and sex to successfully use.


The Beastmen are performing a ritual that...


1d8

1- Transforms all male captives into females. If a player-character is transformed, have him switch his CHA and STR scores.

2- Allows male captives to be impregnated as well. The fetuses that form as a result of this act as parasites, feeding on the captive's body until they tear their way free.

3- Allow male Beastmen to breed with things ordinarily beyond their reach, such as stones, trees, or bodies of water. Several days later, creatures will be born from these other sources. They will look like Beastmen, but made of the substance that birthed them.

4- Invoke a natural disaster, such as a wildfire, earthquake or flash flood. The disaster that follows will depend on what type of region the Beastmen are currently in.

5- Transform creatures of another race into Beastmen. This is sometimes known involuntarily, but usually not.

6- Turn domesticated animals against their owners. This will cause domesticated animals to become vicious predators, attacking and feeding on their owners/caretakers.

7- Lay waste to the works of civilization. This causes technology to fail, metal to rust, books to molder and the delicate network that makes up civilization to be disrupted.

8- Summon/spread a plague or disease. The Beastmen will be immune to the disease, but will act as carriers for it.

Beastman Boyar


Number Appearing: 1

Alignment: Chaotic Evil

Languages: Beast Tongue, Lingua Franca

Treasure: Fine armor, decent weapons, valuable loot, grisly trophies, dozens of slaves


HD 1d4+2

AR 1d3+2

Atk Weapon (1d8+2/1d8+2)

Mor 13

Saves (7+HD) or less


Natural Stealth: Beastmen have advantage on all checks or saves made to sneak or approach silently when in a natural environment, such as a forest, swamp, desert, etc.


Ambusher: Beastmen do +1d6 damage on a hit when attacking a surprised target.


Overpowering Musk: As a free action on his turn, the Beastman Boyar can release a flood of pheromones from his body. All female creatures within 30' of him must save. On a failed save, the females will take 1d6 COG damage per round they stay within 30' of the Boyar. If reduced to 0 COG, the female creature will submit to the Boyar and if there is no obvious danger, attempt to mate with him.


Male creatures exposed to the same musk must save as well. On a failed save, the males receive a -1 penalty to Atk rolls when they are within 30' of the Boyar. This penalty increases by 1 for each round the male creature is within range of the Boyar's musk. This penalty cannot exceed the Boyar's HD. For example, if the Boyar has 5 HD, it caps at -5.


Strength of the Herd: When fighting alongside a Beastman Boyar, all lesser Beastman have advantage on all morale checks. If he is killed or abandons them, they must immediately check morale at disadvantage.


Tactics:

- Strike from ambush

- Attack female creatures, incapacitate them with musk

- If no females or one male is particularly strong, incapacitate the strongest male

- Retreat if faced with real danger

To customize a Beastman Boyar, roll on the tables below:


What kind of Beastman is he?


(See Beastman Warrior)


What does he fight with?


1d6

1- A giant club. If the Boyar scores a critical hit against a creature, that creature must save or be stunned for one round.

2- A rusty blade. If the Boyar hits a creature, that creature must save vs disease.

3- A Warhammer. If the Boyar hits an armored opponent, he can reduce the protection the armor offers by -1d3 instead of dealing damage.

4- A bristling polearm. The Boyar can attack creatures from further away than they can reach.

5- A masterwork blade. The Boyar does +1 damage on a hit.

6- A magic weapon. The Boyar wields the 1d4 [1= Hanayi, the Night's Whisper. This black sword can 3/Day allow the user to transform into a puddle of black ooze for up to 10 minutes. While in ooze form, the creature can slip into places and can only be hurt by something that could harm a gelatinous liquid; 2= Voshok, the Metal-Hater. This hammer can 3/Day conjure a swarm of beetles that devour non-magical metal, giving a weapon -1 damage per round and causing Armor to give -1 FS for each round the beetles are allowed to feed on it. If reduced to 0, the weapon or armor is destroyed. The beetles obey the wielder and eat metal but are otherwise perfectly normal beetles; 3= Zex-Kova, the Blasphemer. 1/Day, this spear can be used to stab a corpse. That corpse will rise as an Undead under the control of the wielder. The Undead will have as much HD and combat skill as it did while alive, though as it rots it will gradually lose this efficacy, losing -1 HD and 1 point of Atk per week. When it is reduced to 0 HD, it dies. The wielder can only have one Undead bound at a time; 4= Revivo, the Blessing. This mace allows the wielder to 3/Day give one of his allies 50% magic resistance for 1 minute.]


What armor does he wear?


1d6

1- Nothing, but he is doped on combat drugs. The Boyar cannot fail a morale check because of this, nor does he feel pain. He will not retreat or make good tactical decisions either.

2- Layered fur and leather. He takes +2 fire damage, but makes no sound when sneaking.

3- Scraps of metal cobbled together into improvised armor. His armor clanks, giving him disadvantage on sneak checks.

4- Modified high-quality armor. 1/Round, he can reduce a successful Attack's damage by 1d6.

5- The hide of a magical beast. The hide itself is no longer magical, but it is strong and lightweight. Enables him to move faster, giving him +1 to Atk. The hide is also valuable.

6- Magic armor. He wears 1d4 [1= Silkshed. This silk robe protects as good as armor, and 3/Day gives him the ability to dodge an attack by "shedding" his skin and leaving a clone behind and teleporting him up to 50' away; 2= Wrathtaker. This heavy armor has 3 rings attached to it. If an ally wears one of these rings, as a free action to one of his allies being hit, the wearer of Wrathtaker can take the damage a source inflicted and transfer it to himself. If he does this, he reduces the damage taken by 1d6 and his ally takes no damage; 3= Tiger's Mail. This mail makes no noise when worn and 3/Day, allows the user to turn invisible for 1 minute. This invisibility does not end if the wearer makes an attack or from any other action; 4= Dustbringer. This plate made of giant scorpion chitin can 3/Day, raise up a storm of dust and dirt. This storm covers an area of 100' square feet around the wearer. The storm reduces visibility to 10' and grants disadvantage on all ranged attacks within and into the storm. In a desert, this storm lasts for up to 1 hour, while in other places it only lasts for 10 minutes.]


How big is his harem?


1d4

1- Small. He has 1d6+1 females in his harem. He is a young Boyar.

2- Sizeable. He has 1d6+3 females in his harem. He is either young or not very successful.

3- Large. He has 1d8+2 females in his harem. He is very successful and likely well-respected by his men.

4- Impressive. He has 2d6+2 females in his harem. He likely has political ambitions or is extremely lustful, perhaps both.


What is it primarily composed of?


1d4

1- Slaves taken from other races. They are desperately miserable and would do almost anything to escape.

2- Beastwomen of his type. He has had enough females that he can be picky. His mates are very loyal to him and do whatever he asks of them.

3- Beastwomen, any. His mates are either all friendly with each other or compete viciously with each other. He probably has political ambitions or just varied tastes.

4- Females from the other Savage Races. His mates are females from other Savage Races, such as Orcs, Goblins, etc. If he is building a harem of non-Beastmen, he is either a social outcast or has extreme ambition, possibly both. There is also a small (20%) that he has established a relationship with another Monster Tribe through marriage.


Beastmen Boyars are the "nobility" of the Beastmen. They hold no formal ranks, for Beastmen are chaotic and would not respect a formal hierarchy anyway. Boyars instead rise to their positions through a combination of strength, cunning, charisma and fertility. The latter factor is quite important, as being able to impregnate a female is considered very important to a Beastman leader's legitimacy.


An impotent leader is believed to be less strong and thus, less worthy of leading. However, except in rare cases, this rarely occurs. As a Beastman grows in his strength, the potency of his seed grows as well. A Boyar can impregnate just about anything, including females of species where impregnation would be hard, if not borderline impossible.


While all Boyars have some desire for power, some do more than others. Some only seek the status and wealth necessary to support or grow their harems. Others, however, care more about politics and glory than the pleasures of the flesh. These Beastmen use their harems as political tools, expanding them to prove their skill in raiding and the strength of their arm. This will enable them to attract more Beastmen to their banner as the lower-status warriors try to benefit from the Boyar's victories.


The Boyar should be careful when doing this however, as too much success could attract the envious attentions of his fellow Boyars, who might try to have him killed or try to sabotage him to prevent him from becoming too powerful. They are not the worst enemy to face however, as far more deadly than the envy of other Boyars is the enmity of the Herdmaster.

Beastman Broodmother


Number Appearing: 1 + 1d6 Beastmen Warriors

Alignment: Chaotic Evil

Languages: Beast Tongue, Lingua Franca, 1d3 other local languages

Treasure: Fine garments, gourmet food and drink, dozens of slaves, jewelry, perfume


HD 2d4+1

AR 1d4+1

Atk Weapon (1d6+1d4/1d6+1d4) or Spell

Mor 15

Saves (7+HD) or less


Aura of the Devouring Mother: When a creature first sees a Beastman Broodmother, that creature must save. On a failed save, the creature takes 1d6 COG damage per round the creature can see, hear or smell the Broodmother. If reduced to 0 COG, that creature will bow at the feet of the Broodmother and seek to serve her however the creature can.


Heart of the Herd: When fighting within 1000' of her, Beastmen cannot fail morale checks. They are immune to Charm and Fear effects that would prevent them from aiding or protecting her.


Spellcasting: Beastman Broodmothers can cast spells. They have 2d4+2 MD and know up to 9 spells. Their MD burn out on a roll of "5" or "6". The spells she knows will depend on what type of Magic she specializes in (see below).


Chaos: When a Beastman Broodmother rolls doubles or triples on her MD, roll on the table below.


1d6

1- The area around the Broodmother for 30' is showered with tiny fireballs. All creatures within range must save or take 1d6 fire damage. The fireballs also ignite flammable objects.

2- All creatures within 50' of the Broodmother must save. The first 1d4 to fail their save have all non-magical metal items on their person turn to wood.

3- The Broodmother vomits up black sludge. This sludge is 1d3 [1= Powerful poison- 2d6 damage if injected or consumed; 2= Flammable oil; 3= Delicious tasting, all creatures within 30' must save or rush over to try to eat it!]

4- Small Earthquakes strike the area for 1000' around the Broodmother for 1d10 rounds. During that time, all creatures must save each round or suffer -1d4 to do anything that requires precision or delicate movements, including Attack rolls.

5- All creatures within 100' must save. The first two to fail their saves, if male and female, will be consumed with the desire to mate with the other creature for the next 1d10 rounds. If both are the same sex, they will instead be filled with the desire to kill the other and will pursue the other for the duration, ignoring all other concerns.

6- The Broodmother is overcome by primal rage for 1d10 rounds. During that time, she will mindlessly attack the nearest creature to her or the last creature that attacked her. She will be unable to distinguish friend from foe during this rage.


Tactics:

- Keep to the rear, protect your children

- Destroy the biggest threat to your children

- Retreat if in danger

made by Stable Diffusion
made by Stable Diffusion

To customize a Beastman Broodmother, roll on the tables below:


What kind of Beastman is she?


(See Beastman Warrior)


What kind of magic does she specialize in?


1d4

1- Wide-scale destruction. She specializes in spells that do massive damage to large groups of creatures, acting as magical artillery to aid her Herd. She knows the spells Cone of Cold, Earthquake, Fireball, Freeze Ray, Hailstorm, Heat Metal, Rain of Thorns and Wall of Fire.

2- Healing and Protection. She specializes in spells that enable her to heal Beastmen and grant them more power in times of need. She knows the spells Call of the Wild, Enlarge, Fire Blade, Haste, Healing Touch, Lucky, Mask of the Wilderness and Protection from Poison.

3- Enhancement Magic. She specializes in self-enhancement, as she takes part in the battles herself, so she uses spells that make her stronger and harder to harm. She knows the spells Animal Attribute, Crown of Vermin, Flame On, Ounce of Prevention, Plunder Vitality, Protection from Energy, Shield and Venomous Fluid.

4- Hexes and Banes. She specializes in spells that weaken the enemy. She knows the spells Baleful Moon, Bestow Future Knowledge, Blight, Eyebite, Reduce, Revolt Against the Modern World, Slow and Sun Shower.


How many mutations has she suffered?


1d3

1- Few. Roll once on the External Mutations table.

2- Some. Roll once on the External Mutations table and once on the Internal Changes table.

3- Many. Roll 1d3 times on the External Mutations table and twice on the Internal Changes table.


External Mutations:


1d12

1- She is larger than normal, a towering behemoth. +2 HD.

2- She has 1d4 extra limbs. She can make one additional attack per extra 2 limbs.

3- She has 1d4 extra nipples/breasts. Creatures attracted to females have disadvantage on saves against her "Aura of the Devouring Mother".

4- Her lower body has been replaced with 1d8+2 giant tentacles. She can automatically attempt to grapple any creature that comes within 15' of her.

5- She has 1d3 extra heads. She can cast 1 extra spell per round.

6- She has 1d10 extra eyes. She has advantage on all checks based on sight or visual perception.

7- 1d2 of her limbs are tipped with massive crab/lobster claws. She can, on a successful hit, automatically grapple a creature.

8- She has 1d3 pairs of wings. She can fly, but not hover. She is not a graceful flier.

9- Her neck is elongated like a giraffe. She can make a bite attack on her turn as a free action. This bite attack does 1d6+1 damage on a hit.

10- She has pharyngeal jaws. If she bites a creature, she can grapple with her jaws and do 1d6 damage per round as a free action, as long as she keeps biting and grappling that creature.

11- She walks on all fours. She has advantage on all pursuit rolls or checks based on moving fast.

12- Her tail is 1d4 [1= Tipped with a stinger- she can replace an attack with a stinger jab. This does 1d6 poison damage for three rounds or until the affected creature passes a CON save; 2= A massive bony club- add a bonus tail attack that does 1d8 damage. Any creature hit by this must save or knocked prone; 3= Prehensile- she can hold something in it and grapple a creature with it as a free action on her turn; 4= Covered in spikes. She can shoot these as an action, replacing a melee attack. These do 1d6+2 damage on a hit and can strike a target within 50'.]


Internal Changes:


1d6

1- She her blood is 1d3 [1= A potent aphrodisiac- creatures exposed to it become incredibly lascivious for 1d4 hours. Creatures affected by this aphrodisiac have disadvantage on saves against the Broodmother's aura and must immediately save again; 2= Toxic- creatures exposed to it take 1d6 poison damage; 3= Acidic- creatures exposed to this take 1d4 acid damage and must save or have their weapons or armor damaged.] Any creature that wounds the Broodmother in melee is at risk of being struck by her blood.

2- She constantly secretes milk that 1d3 [1= Makes creatures that drink it gain the ability to regenerate for 1d4 hours, regaining 1 HD per round; 2= Makes Beastmen who drink it stronger, for 1d3 hours after drinking it, they have a +1 bonus to Atk and damage; 3= Allows her to telepathically communicate with any creature who drinks it, allowing for better coordination.]

3- She is surrounded by a 1d3 [1= An aura of magic- whenever a non-Chaotic creature attempts to cast a spell within 30' of her, there is a 2-in-6 chance it fails dramatically; 2= A haze of smoke- any fire spell cast within 30' of her does +4 damage; 3= Mutagenic dust- any non-Beastman within 30' of her must save or suffer a mutation if he ends his turn within range.]

4- She is attended by 1d3 [1= 1d3 Chaotic Spirits- they take the form of tiny animals and grant her +1d3 extra MD and spells; 2= A huge bull, one of her "lovers". She rides him into battle- he has 4 HD and Atk 1d8+1, as well as a charge attack; 3= A Beastman Courtesan.]

5- She wears a 1d3 [1= A reinforced breastplate- makes her immune to critical hits; 2= A coat of magical beast hide, grants her 40% Magic Resistance; 3= A crown of iron, gives all her fire spells +2 damage on a hit.]

6- Secretly 1d3 [1= She can enter the dreams of creatures within 10 miles when she sleeps, she uses this to spy on her enemies and steal information; 2= 1/Day she can teleport up to 100' as a free action; 3= She is immune to one type of elemental damage. For example: Fire, Ice or Lightning.


What does she fight with?


1d4

1- A brace of javelins (1d6+1). She will throw most of them, keeping one to stab with.

2- A sling. She can imbue her stones with power, allowing them to trigger a spell that ordinarily requires touch when the stone strikes someone.

3- A bow and arrow. She will carry (1d8) poisoned arrows or smear their tips in something unsanitary, such as feces.

4- A set (2d6) of throwing knives. She will keep two to use as stabbing implements and one concealed under her clothing for assassination.


Who is she mated with?


1d3

1- A Boyar. She picked him out either because she doesn't care about the leadership of the Herd or she choose poorly. If she does care about Herd politics, she might try to get her mate killed so she can take another.

2- An important Boyar. By virtue of her presence, her mate is the second most important Boyar, though he's likely quite impressive. He is the primary rival of the Herdmaster.

3- The Herdmaster. The two of them form a power-couple, helping to lead the Herd together.


What is her goals?


1d4

1- Replace the Herdmaster.

2- Help the Herdmaster keep his position.

3- Drive the Herd to battle.

4- Get rid of her rivals among the Courtesans.


While being a Courtesan is a way for the magically gifted of the Beastmen females to escape from the life of drudgery and sexual exploitation that is the fate of most of the females of their race, it is not a path without danger. While a lesser female might have to endure with the neglect or abuse of her husband, she will be largely fine as long as she keeps him happy, which is not always hard. Beastmen males are simple creatures, even more than most males. A Courtesan has to endure other dangers besides a drunken or careless husband.


Courtesans have to deal with the vicious and complex politics that infest the Harems of the Boyars and the Herdmaster, as the females within compete with each other within and without for more status and access to their mutual mate. Especially popular females might face threats, violence or even assassination by other females.


It is said that in some Herds, all decisions are made for the Herdmaster by his wives, they just wait for him to come home to tell him what his ideas are. As such, the struggle for Favorite is sharp and dangerous. Even a female who steers clear can find herself embroiled in a labyrinthine conspiracy of revenge and murder.


Additionally, Courtesans have to deal with the dangers of their own magic- slurring a spell or a momentary distraction could result in pain, mutation or an explosive end. As such, older Courtesans are always respected, as they have survived where others succumbed to passion or made a small mistake which damned them.


Over time, as a female grows in wisdom and experience she can become a Broodmother. This is the height of Beastman Arcana, where a Courtesan becomes so saturated with power she slowly transforms into a twisted, mutated monster.


Despite their grotesque appearance, Broodmothers are revered by all lesser Beastmen. She is high-priest and living avatar of the Slumbering Mother all in one. She will be the most important Beastman in the Herd, minus only the Herdmaster. The relationship between those two will determine much of how the Herd is managed.

If they squabble over power then that conflict will trickle down the chain until even low-level Beastmen are picking sides. However, if they work together, there is very little they cannot accomplish. If he has the Broodmother on his side, the Herdmaster will find his plans succeed in ways he could never imagine.

Beastman Herdmaster


Number Appearing: 1 + 1d6+1 Beastman Warriors or 1 Beastman Boyar and 1 Beastman Courtesan

Alignment: Chaotic Evil

Languages: Beast Tongue, Lingua Franca, 1 other local languages

Treasure: Slaves, finery of all sorts, excellent quality weapons and armor, wine, fine foods, luxury goods


HD 1d6+4

AR 5

Atk Weapon (1d8+4/1d8+4)

Mor 14

Saves (7+HD) or less


Aura of the Tyrannical Father: When a creature becomes aware of the presence of a Beastman Herdmaster, that creature must save. On a failed save, that creature cannot reroll saves against the 'Aura of Beauty' of the Beastman Courtesan, the 'Overpowering Musk' of the Beastman Boyar or the 'Aura of the Devouring Mother' of the Beastman Broodlord.


Natural Stealth: Beastmen have advantage on all checks or saves made to sneak or approach silently when in a natural environment, such as a forest, swamp, desert, etc.


Ambusher: Beastmen do +1d6 damage on a hit when attacking a surprised target.


Strength of the Herd: When fighting alongside a Beastman Herdmaster, all Beastman cannot fail morale checks. If he is killed or abandons them, they must immediately check morale at disadvantage.


Tactics:

- Attack with stealth

- Aid your allies

- Destroy the most dangerous foe

- Unless most of your allies are dead, do not flee if you are losing

To customize a Beastman Herdmaster, roll on the tables below:


What kind of Beastman is he?


(See Beastman Warrior)


How big is his harem?


1d4

1- Small, for a Herdmaster. He has 2d6+2 females in his Harem. He is either too distracted to mate more often, or is satisfied with these small numbers. Having such a small harem might hurt his credibility among his men, however.

2- Sufficient. He has 3d6 females in his Harem. He keeps enough women in his harem to ensure no allegations of weakness or infertility.

3- Impressive. He has 4d6+2 females in his harem. He is voracious or politically ambitious, perhaps both. His harem is intended as much of a statement as it is for pleasure.

4- Overwhelming. He has 5d6+2 females in his harem. Keeping a harem this large is either a sign of incredibility virility or towering arrogance. Anyone keeping a harem this big intends to carve his name into the memory of the World in blood.


What is his relationship with the Broodmother (if there is one)?


1d4

1- Unattached. The Broodmother is attached to someone else. This results 1d4 [1= Anger in the Herdmaster, he hates her mate; 2= Friction in their relationship; 3= Cheating- he and the Broodmother are seeing each other secretly, this isn't likely to end well; 4= Friendship- the two of them aren't attracted to the other, so they are fine with this arrangement.]

2- Unhappy Arrangement. He and the Broodmother are mated, but they don't like each other. They passive-aggressively undermine each other's schemes and almost never have sex. She might have a secret lover which is very likely to cause a scandal if he is discovered.

3- Marriage of Convenience. He and the Broodmother are mated because it's more efficient. They work together but generally stay out of the other's way.

4- Power-Couple. He and the Broodmother work together very well. They even like each other. They are a well-oiled machine that works together very well. Their enemies shudder with fear.


How good a leader is he?


1d4

1- Awful. He isn't a very good commander or leader. His Beastmen do not respect him very much. If he was in trouble, no one would risk anything to help him. His subordinates are actively plotting to replace him.

2- Good leader, bad commander. He's well-liked by his Herd, but he isn't much of a commander. His subordinates are frustrated, but the common Beastmen love him.

3- Bad leader, good commander. He's not very popular, but he wins battles, so no one can complain too much. He's likely the paranoid one, worried about any particular popular Boyars.

4- Double Trouble. Not only is he well-liked by the common Beastmen, but he very intelligent. If he's one of the dumber variants, he's quite smart and if he's a smarter type of Beastman, he's almost brilliant.


What are his goals?


1d6

1- More Women! The Herdmaster wants to add new and exotic women to his harem.

2- Plunder and Booty! The Herdmaster needs to supply his warriors with booty, else they will overthrow him or abandon his Herd for another, more successful one.

3- Revenge! The Herdmaster was harmed by a specific creature, specific tribe or organization within civilized lands. He has built up this Herd just for the chance to carve his way towards vengeance.

4- Destruction! The Herdmaster has set out to destroy a particular place within civilized lands, whether a notable monument, structure or settlement. He is doing this either because it hates it specifically, he needs an excuse to indulge his love of destruction or he is doing it to prove to his Boyars he is still strong.

5- Conquest! The Herdmaster has big ambitions. He doesn't just want to raid these lands, he wants to retake them for Chaos and the Wild. If he had his way, every settlement would be destroyed, every building would be toppled and every field would be left fallow.

6- Appeasing the Gods! The Herdmaster is pious. He is not going to war for shallow reasons, but because the Gods demand it!


What is special about him?


1d6

1- He allows other races to join his Herd. Though they are treated as second-class, other races can fight alongside his Beastmen, though it is a rare few that are debased and depraved enough to desire such a thing.

2- He is kind and sensitive to his mates. While most Beastmen have some affection for their children and mates, he actually, deeply cares. Killing or harming any of them will be cause for a blood feud and a quest for revenge on his part.

3- He has particular tastes. He only likes females of a very particular type. If he sees one that fits it, he just has to have it.

4- He is more interested in something else than sex and breeding. He is as close to an ascetic as you can get for a Beastman.

5- He is receiving prophetic dreams. There is a chance these are genuine, otherwise they are being sent by a deceiver trying to manipulate him.

6- He is absurdly lucky. Things seem to just "work out" for him.


Does he have any magic items?


1d2

1- No.

2- Yes.


If yes, he carries...


1d6

1- Manreaper. This scythe is brutal and reeks of stained blood. 3/Day, if it damages a human, it can give that human a wound that persistently bleeds, doing 1d4 damage per round until the human dies. This wound will continue bleeding unless cleansed with holy water or subjected to a powerful Dispelling effect.

2- Lifesnip. A pair of giant scissors that break apart into a pair of blades. 3/Day, if one strikes a creature, compare the base damage done by the blade to the creature. If the base damage exceeds the creature's total HD/Level, the wielder can place a marker on that creature. If a marked creature is struck again by Lifesnip within the hour, the creature must save or die. The markers last for 1 hour, after which they vanish. Markers can be dispelled early, but if they are, Lifesnip regains one use of it's ability.

3- Sorcerer's Scrimshaw. A shield made of carved bones, it grants the user the ability to 3/Day, absorb a spell into the shield. The shield can store up to 3 spells. If the user wishes, he can as an action blast one of the spells he has captured at a creature as an action. That creature should act as if he was the original target of the spell.

4- Robe of Many Hues. This multi-colored robe functions as Light Armor (don't reduce the Herdmaster's AR, just have him wear it over his armor) and can 3/Day give the wearer immunity to one of the following: Fire, Acid, Radiant, Poison, Ice, Psychic or Lightning damage. The wearer can only be immune to one at a time. The immunity lasts for 1 minute or until ended.

5- Horn of Screams. This trumpet, when sounded, unleashes a baleful and eerie cry. 1/Day, any creatures who died within 1 minute of it being blown have their souls bound the wielder of the horn for 1 day. These souls become Spectres and are forced to serve the wielder until the duration ends. By blowing the horn again, the wielder can rebind the same souls. If the wielder is killed, the souls are automatically unbound.

6- Ripper's Mail. This armor grants the user the ability to 3/Day, when they touch a creature, to do 1d6 STR damage to it. This also gives the creature a -1d4 penalty to Atk for 1 hour. For the next hour, the wearer gains that much additional STR and increases his Atk by the amount the targeted creature had it reduced.

Generate a Beastman Herd:


How large is the Herd?


1d4

1- Small. The Herd is large enough to threaten the local villages or a fortified town. The Herd is led by a plucky Boyar. There is no Broodmother.

2- Medium. The Herd is large enough to threaten a large town or a small city. The Herd is led by either a powerful Boyar or a young Herdmaster. If there is no Herdmaster, there is a Broodmother.

3- Large. The Herd is large enough to threaten any city and the surrounding lands for miles around. This Herd is led by a powerful Herdmaster and a Broodmother

4- Massive. The Herd is large enough that it could threaten the entire nation. This Herd is led by an extremely capable Herdmaster and his Broodmother.


How united is the Herd?


1d4

1- Barely. The Herdmaster spends most of his time managing his Boyars, trying to wrangle them and keep the Herd together.

2- Fragmented. The Herd is divided into factions which have coalesced around different Boyars. The Herdmaster is the only one who can keep them roughly pointed in the same direction.

3- Cohesive. The Herd is largely united under the Herdmaster, with the exception of a few malcontents.

4- United. The Herd is incredibly unified, devoted to their Herdmaster with near religious zeal.


How new is the Herd?


1d4

1- Old. The Herd has been around for years. People know who leads it and what the Herd's usual behavior is.

2- Years old. The Herd is new, but the Herdmaster is considered a risk, as he has managed to keep his Herd together all this time.

3- Recent Developments. The Herd recently formed and information on it is scarce. Who leads it, the strategy and capabilities of the Herdmaster, all of these factors are unknown.

4- Who? No one knows this Herd exists. The first time they see it is when a horde of savages charges over the hill and descends in a storm of sharp iron.


What is the Herd's favorite strategy of attack?


1d4

1- Night Raids. The Herd likes to attack at night, cause some damage, snatch some booty and then disappear into the night.

2- Frontal Assaults. The Herdmaster favors simple approaches so when he sees something he wants to attack, he gets his warriors together and they rush straight in.

3- Guerrilla Warfare. The Herdmaster will lead the Herd to a desolate area near his objective and then he will direct them to engage in plunder and pillage across a wide area. This causes chaos and uncertainty, with the added bonus that it can be mistaken for simple raiding.

4- Aping Human Warfare. The Herdmaster has studied human tactics and has tried to implement them. Depending on how successful he is, he could increase the threat level of his Herd dramatically.


What is unusual about this Herd?


1d8

1- The presence of non-Beastmen allies. The Beastmen have recruited some 1d6 [1= Goblins; 2= Orcs; 3= Kobolds; 4= Savage Humans; 5= Trolls; 6= Ogres] to assist them in this raid. This a terrible thing, as it could mean that the Herdmaster is attempting to form a Confederation, an army composed of dozens of monstrous factions, united under one banner.

2- The speed of their movements. The Beastmen seem to be everywhere, moving far faster than a Herd should be able to.

3- The intelligence of their commanders. The Herdmaster and his commanders seem unusually intelligent, as Beastmen are generally stupider than humans.

4- The powerful magic their sorcerers wield. The Courtesans that accompany the Herd seem to much more capable than normal.

5- The depth of knowledge they seem to have about their enemies. The Herd's commanders seem to have excellent information on the placement of enemy troops, fortifications, terrain to avoid, etc.

6- The sophistication of their weapons. Rather than the mix of stolen farm tools and scavenged arms, these Beastmen are armed with high-quality gear.

7- The Beastmen have some sort of super-weapon which enables them to inflict massive damage on any force brought against them.

8- The Herd coincidentally(?) invaded at the same time of some other crisis such as a plague, drought or another, unrelated(?) invasion.


Optional Rules:


Not Always Chaotic Evil: Instead of being Chaotic Evil always, Beastmen are just like humans when born, with the ability to be good or evil. However, because almost all Beastmen children are created through rape, they tend to be abandoned by their non-Beastmen parents or mistreated by the same.


In the case of the former, they are adopted by a Beastman Herd which teaches them the horrific values of their culture. In the latter case, years of neglect, abuse or mistreatment drive them out into the wilderness where they usually meet other Beastmen who are usually evil. These children join the Herd with the desire to avenge themselves upon an uncaring world that abused them for so long.


However, if a Beastman child is raised in a loving home by parent(s) who treat him/her how to be good, the child can grow up to be a virtuous person. This last scenario is sadly the least common, however.


Beast-to-Human Scale: Many Beastmen have some human blood in them- there are very few "pure" Beastmen, if such a thing is even impossible. So when generating a Beastman, roll on the table below:


How beastly is this Beastmen?


1d6

1- Full Beastman. The Beastman looks like a "pureblood", an anthropomorphic animal that walks on two legs and has hands. Other then that, it looks like an animal.

2-3- Mostly Beast. The Beastman has a few human-like features, perhaps a flat muzzle instead of a Beast's snout, but otherwise is mostly beast-like.

4-5- Quite Humanlike. The Beastman has plenty of beast features, but is much closer to the average human than a "pureblood" Beastman.

6- Anime Beastkin. The Beastman looks mostly like a human, with the exception of a few features, such as animal ears, tails, claws, patches of fur, etc.



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