Beastmen (3.5e Race)

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Beastmen[edit]

Personality[edit]

Beastmen, the guardians of Ymirhart's wilderness, defend their territory fiercely. In myths, the Beastmen are said to be the first children of the Gods and enslaved humanity before being pushed back into the wilds. Whatever the case, Beastmen are fiercly protective of their lands. They wish only to be left alone, and will attack hunters and lumberjacks entering their lands. Beastmen are mostly peaceful, but when the time comes for them to fight, they do so well. Like the animals they resemble, Beastmen are feral, yet they also have the cultured sapience of man.

Physical Description[edit]

There are many different Beast races, each associated with a different animal spirit. For example, Beastmen residing in areas embodied by the Boar spirit resemble boars. All Beastmen are, as their name implies, half man and half beast. They have humanoid forms, but are hairy, scaly, or feathered and have the features of animals. Many races that are part man and part animal are considered Beastmen in Ymirhart. For example, Lizardmen, Gnolls and Minotaurs are Beastmen born under the Lizard, Hyena, and Bull spirits. The most common type of Beastman (though still very rare) are the goat Beastmen, whose statistics are given here. Other Beastmen have slightly different statistics.

Goat Beastmen are roughly of human height and weight, with cloven hooves, horns, goatlike faces, and fur. Male and female Goat Beastmen are roughly the same, although females posess udders (but not breasts). A goat Beastman's fur can be any colour that a goat's fur can.

Relations[edit]

Beastmen live in very secluded communities. They do not usually enter lands owned by other races unless they have a good reason to, such as war. Beastmen usually will bode no harm to other races as long as they leave them alone.

Alignment[edit]

Beastmen can be any alignment on the good-evil axis, with most being neutral. Beastmen are almost always chaotic, though some are neutral and very few are lawful.

Lands[edit]

Beastmen are not a common sight. They are only found in very secluded areas far from civilization. A Beastman community is well-hidden and so remote that travellers coming through Beastman lands usually pass by them without knowing it. Beastmen live in areas where the animals they resemble are found. For instance, goat Beastmen live in the mountains, while deer Beastmen live in forests.

Religion[edit]

Beastmen practice animism, the belief that all things, living and nonliving, have a spirit. Beastmen pray to these spirits and try to honour them whenever possible. For instance, if a Beastman eats a root, he first prays to the root spirit and explains his intentions and apologies. A Beastman's religion prevents him from eating meat, especially the meat of his associated animal. The beliefs of the Beastmen have no myths, no temples, and no gods, only spirits of nature.

Language[edit]

Beastmen speak a tounge of their own, consisting of deep beastial noises. Beastmen make the sounds of their respective animals and it is reflected in their language, making it difficult but possible for Beastmen to communicate with different types. A Beastman type's way of speaking is treated like a dialect and is compatible with other type's language. Especially studious Beastmen, especially those in contact with other races, may learn other languages.

Names[edit]

Beastmen take patronymic names, meaning that their names are based on that of their father. For example, a Beastman named H'gara would name his son H'garara. Beastmen names often contain consonant clusters and apostrophies, and often resemble the sounds their associated animal makes.

Racial Traits[edit]

  • +2 to Dexterity, -2 to Intelligence. Goat Beastmen are as swift and nimble as the goats they resemble, but are not terribly cultured.
  • Humanoid (Beastman): Beastmen are of humanoid shape, though have animal features.
  • Medium-Size
  • A goat Beastman's base land speed is 30 feet.
  • Beastial Features (Ex): Goat Beastmen are unable to wear helmets or other items worn on the head, unless specially tailored to them. They may not wear shoes or boots due to their hooves.
  • Automatic Languages: Beastman. Bonus Languages: Common, Giant.
  • Favored Class: Ranger. Beastman magic-users are usually Druids.

Vital Statistics[edit]

Table: Beastman Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d4 +1d6 +1d8
Table: Beastman Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 50 years 70 years +8d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Beastman Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 12" +3d6 150 lb. × (2d4) lb.
Female 4' 6" +3d6 130 lb. × (2d4) lb.

Notes[edit]

The Beastmen were based on the Beastmen from Warhammer Fantasy, although fellow players will notice that I took some liberties to make them fit my setting. More variants to come.


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