The Beastmen Species in Zekaron | World Anvil
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The Beastmen

Beastmen, or Zvaro in their own language, are native to Ratimir and have a distinct culture compared to the rest of the world. Most of them believe in a form of natural selection, the strong live and the weak die. That is the true order of things and any attempt to deviate from that order is futile. Their societies are organized into tribes, commonly referred to by outsiders as packs. The beastmen consider both the term beastmen, and pack to be an offensive slur. In many Zvaro communities the sick, disabled and elderly are euthanized in a form of ritual combat called "yarosreer". During this ritual an elected member of the tribe will fight the weakened member. If the weakened member is victorious, they are allowed to stay in the tribe until their rights are challenged again. If the loser is not ill, the winner will consume their flesh. They believe that in doing so, you take what strength their opponent had and add it to their own. Zvaro begin being accused of weakness around the age of 35.   Small groups of Zvaro no longer operate in this way. They've formed their own societies that would be considered civilized by the rest of the world. Some believe they've done this to mimic the "more advanced" societies in Zekaron, but others just see it as the natural evolution of their society. Though their traditional ways are brutal and violent, it is chaotic unsustainable for their species. Building walled cities, and growing crops for food allows the population and society to grow. The rest of the Zvaro believe the city dwelling societies of their kind to be weak, and disgusting. A perversion of their natural order. They launch raids on their settlements often, but are typically repelled by the defenses. Zvaro towns tend to be very suspicious of outsiders, rarely letting anyone they do not know inside.   Zvaro come in many different shapes and sizes. Scholars from Brisaides have catalogued several variants they have seen by their resemblance to other animals native to Brisaides and Oleron. Zvaro reach adulthood at the age of 11.   -All Zvaro gain a +2 to their Wisdom score, but a -2 to their Intelligence score. Their senses have been fine tuned over centuries of constant fight or flight, but the lack of any form of education outside of what is necessary to survive tends to stunt their ability to learn through conventional means. -Zvaro have a base move speed of 30, and are medium sized, but this can change based on the variations of their species. -Zvaro gain proficiency in Survival, as their children are taught how to hunt and track at a very young age.
  • Feral Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Ape Men (Zyana)
  • +2 to Constitution
  • Bonus Proficiency: Sleight of Hand
  • Arboreal Climber: You gain a climb speed equal to your move speed.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Prehensile Tail: You can use your tail to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the Contents out of a vial. The tail can't Attack, activate magical items, or carry more than 10 pounds.
  • Bull Men (Bykva)
  • +2 to Strength
  • Bonus Proficiency: Intimidation
  • Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  • Cat Men (Kota)
  • +2 to Dexterity
  • Bonus Proficiency: Acrobatics
  • Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Crow Men (Vorna)
  • +2 to Dexterity
  • Bonus Proficiency: Deception
  • Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
  • Tactical Mind: While flanking an enemy with one of your allies, you may choose to use your bonus action to give that ally advantage on their next attack against the flanked enemy.
  • Dog Men (Volka)
  • +2 to Strength Bonus Proficiency: Animal Handling
  • Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
  • Elephant Men (Sloka)
  • + 2 to Constitution Bonus Proficiency: Nature
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Natural Armor: You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Frog Men (Iyaga)
  • +2 to Dexterity Bonus Proficiency: Medicine
  • Small Stature: Your size is reduced to small.
  • Versatile: Your speed is reduced to 25, but you gain a climb and a swim speed equal to your move speed.
  • Amphibious: You can breathe air and water.
  • Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • Lion Men (Levra)
  • +2 to Strength Bonus Proficiency: Persuasion
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Strength modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Lizard Men (Yashra)
  • +2 to Constitution Bonus Proficiency: Athletics
  • Born Swimmer: You gain a swimming speed equal to your move speed.
  • Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Rat Men (Rysa)
  • +2 to Dexterity Bonus Proficiency: Stealth
  • Small Stature: Your size is reduced to small.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Internal fortitude: You gain advantage against any saving throw against disease or poison.
  • Bite: Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Snake Men (Zmarya)
  • +2 to Dexterity Bonus Proficiency: Perception
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Poison Immunity: You are immune to poison damage and the poisoned condition.
  • Drench with Venom: As a bonus action, you make secrete venom from fangs in your mouth to coat a piercing or slashing melee weapon, or piece of ammunition with. Once applied, the venom retains potency for 1 minute, or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition it must succeed on a Constitution saving throw or take 1d6 poison damage and become poisoned until the end of your next turn. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. At 3rd, 6th, 9th, 12th, 15th, and 18th level the damage increases by 1d6, to a total of 7d6 at 18th level. You may use this ability a number of times per day equal to your proficiency bonus.
  • Turtle Men (Pakha)
  • +2 to Strength
  • Bonus Proficiency: History
  • Slow but Steady: Your move speed is reduced to 25.
  • Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

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