b'Beastman Warchief \n'b'  Medium   humanoid  (human),  chaotic evil  \n'b'  Armor Class  13 (hide armor)  Hit Points  75 (10d8+30)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  17 (+3)  INT:  8 (-1)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +6,  Intimidation  +2,  Stealth  +3  Senses  passive  Perception  11  Languages  Urgan  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Nose  The beastman has tactical advantage on  Perception  checks involving scent. \n'b'  Sudden Fury  The beastman has tactical advantage on attacks during the first round of an encounter. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The warchief makes two greatclub attacks. \n'b'  Greatclub .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 2d8+4 bludgeoning damage. \n'b'  Javelin .  Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target.  Hit : 1d6+4 piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Brutal Bash  When an enemy misses the warchief with a  melee attack , the warchief can attempt to push the triggering enemy 5 feet. The warchief makes an  Athletics  check opposed by the target\xe2\x80\x99s choice of  Strength / Athletics  or  Dexterity / Acrobatics . If the warchief succeeds, the warchief can make a greatclub  attack  against any target within reach. \n'b'\n'b' ABOUT \n'b' This hulking brute stands well over 6 feet tall and seems more ape than man. He wears poorly cured armor made from animal hides, and carries a big two-handed club. \n'b' Beastman politics are simple: The biggest warrior is in charge, so most warchiefs are the fiercest and most bloodthirsty warriors of their tribes. They lead by example, charging heedlessly into almost any fight in the hope of striking the first blow. However, most warchiefs possess a certain low cunning to go along with their superior size and strength, making them masters of strategy compared to their fellows. \n'b' Beastman Characters \n'b' Beastmen are not normally PCs, but if the GM wishes to create unique beastman villains, then beastmen have the following racial traits. \n'b'\n'b'  Ability Scores : +2  Strength , +1  Constitution , -1  Intelligence . Beastmen are strong and hardy, but tend to be cunning rather than bright. \n'b'  Keen Nose : Beastmen gain tactical advantage on  Perception  checks involving scent. \n'b'  Sudden Fury : Beastmen gain tactical advantage on  attack  rolls during the first round of an encounter. \n'b'  Language : Beastmen begin play speaking a debased form of Low Atlantean and Urgan.'