The Complete Book of Humanoids
Beastman
At a glance
Ability adjustmentsDEX +2, CHA -2
Infravisionnone
Movement—
Languagesbeastman, common
Requirements
Ability rangeSTR 6-18, DEX 6-18, CON 6-16, INT 3-18, WIS 3-18, CHA 3-16
Abilities
Class access
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Pit Fighter, Sellsword
RangerBeastmaster, Explorer, Falconer, Feralan, Forest Runner, Giant Killer, Greenwood Ranger, Guardian, Justifier, Mountain Man, Pathfinder, Sea Ranger, Seeker, Stalker, Warden, Wilderness Protector
ThiefAcrobat, Adventurer, Assassin, Bandit, Beggar, Bounty Hunter, Buccaneer, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter, Scavenger, Tramp
Notes
- Hides in forest settings 90% of the time; an unaware opponent suffers -6 on .
- 80% , which applies to helpful magic as well as harmful.
- Cannot use magical items other than magical weapons, and cannot trigger a weapon's special functions.
- With the herbalism , may spend a slot to prepare beastman blowgun poison in the wilderness: versus poison at +4 or die in 2d4 .
- Holds no superstitions — beastmen disbelieve the supernatural.