Ungor (4e Race)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:31, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Way to many skill bonuses. Three +2's, One +4, and two conditionals of +1 and +3 respectively.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


Most were once human, also some not, But still a ungors is transformed into beast or man by the warping power of Chaos.

Racial Traits
Average Height: 5'6"-6'2"
Average Weight: 135-220 lb
Ability Scores: +2 Constitution or Strength, +2 Dexterity
Size: Medium
Speed: 7 squares
Vision: low light vision
Languages: Common, Bestial
Skill Bonuses: +2 Acrobatics, +2 Athletics, +2 Nature
Half-Bestial: You get a +1 bonus on Handle Animal checks based upon natural or magical beasts.
Strong senses: Ungors are now constantly living in the wild and so have higher senses than humans. +3 to tracking, and +4 to perception.
Primal Fury: you know the Primal fury Encounter power.

Primal Fury Ungor Racial Power
With the power of your anger; you hit your enemy with an awesome quickness.
Encounter Star.gif Martial
Immediate Reaction Melee
Trigger: When you could make an oprotunity attack
Target: The creature that triggered the oprotunity attack
Effect: you have an +5 to hit the target.

Ungors (meaning no-horns in beastmen tongue) are not as strong or robust of frame as the Gors, but they more make it up for it in sheer mavolence. The Ungors occupy the lowest station in the warherd. In the rough pits that serves as home for the beastmen they gather furthest for the fire and must constantly fight one another for what scraps of food they can scavenge, often resorting to steal from the tribe's Warhounds, Eating wrikeling grubs of insects, sucking the marrow from bones or cannibalising those who fall to the constant internecine fighting of their race.

Play an Ungor if you want...

  • To be vicious, creul and sadistic
  • To be underestimated by your bethren races.
  • To be part of a race that's quick, agile and good in repairing things.
  • To be a member of a race that favors the Fighter, Ranger, Rogue, Druid, Warden, Monk, Runepriest and Assasin classes.

Physical Qualities[edit]

Ungors are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerious. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skull, not recognisable as those of a goat or any other type acknowledged by the Gors. Because of this they are not considered to be 'Proper' Beastmen by the Gors. The race of Mankind on the other hand does not draw such distinctions. To them Ungors are just as horrible, horns or no, for they are all twisted abberations of nature that live to murder and despoil all thast is good and wholesome.

Ungors are consideribly more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor bethren. So it is that the ungor fulfil a vital niche in the society of the Tribe, for without them, the Gor would soon be bereft of weaponry.

Playing an Ungor[edit]

As a consequence of their lowely status in their tribe, Ungors are extremly creul and spitefull creatures, taking out bitterness on foes, captives or wild animals that fall into their clutches. They are possesed of a tireless drive to take their vengeance upon the world that spawned them, and though not as powerfull as the Gors, they have a wiry strenght that means they are still more than a match for the humans for whom they have such an vitriolic hatred.

Most Ungors take to the battlefield in large herds, arming themselves with stout spears, with wich to impale their prey, and carrying crude shields to protect their grotesque potbellied bodies. In batlle, Ungors are bullied into a semblance of order by the largest of their number, known as half-horns, who seek a position in the battleline from which they can enact the most pain and suffering upon the foe.

For Ungors counts the same as for Gors, there are only male.

Ungors Characteristics: sneaky, wrathfull, creul, hatred, dextrous, swift, angered, sadistic

Names: Ugrol, Maruth, Ungorgash, And mixtures of Human names and Gor names (the only difference is that if there is a Gor in it's name, then put an 'Un' for it)

Ungor Adventurers[edit]

Three sample Ungor adventurers are described below. Ungrash-- Ungrash is an archer of fearsome reputation. Lagenda speak of his ability to shoot targets from well over two hundred feet. Maruth-- Maruth is a druid. One of the very few Ungors to be able to wield magic. He uses this magic to call upon the powers of the wild to destroy his foes.

Back to Main Page4e HomebrewRaces

Home of user-generated,
homebrew pages!