Beastmen (CR 1)

Medium Humanoid
Alignment: Usually neutral (good)
Initiative: +1 (Dex); Senses: Listen +2 and Spot +3

AC: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +1, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Stone axe +2 melee; Blowgun +1 ranged
Full Attack: Stone axe +2 melee; Blowgun +1 ranged
Damage: Stone axe 1d6; Blowgun 1d3
Special Attacks/Actions: Poison
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 11
Special Qualities: SR 27
Feats: Weapon Focus (stone axe)
Skills: Hide +17*, Listen +2, and Spot +3
Advancement: By character class
Climate/Terrain: Tropical and subtropical forest
Organization: Solitary, pair, warband (2-12), tribe (40-60)
Treasure/Possessions: Standard

Source: Converted

Poison: Beastman use a special toxin on their blow gun darts, a form of bloodroot poison (DC 14, Initial 0; secondary 1d4 Con + 1d3 Wis).

Skills: In forest environments, where the beastman's dark green and black coloration blends with the foliage, it gains a +15 circumstances bonus to Hide checks.

Blowgun: Simple-weapon ranged, Dmg 1d3, Crit x2, Range 20 ft., Weight 0 lbs, Type Piercing.

The beastman's unusual ability to camouflage himself in the forest makes him a dangerous hunter or adversary. Although beastmen generally seek to avoid combat (or even contact) with outsiders, they certainly defend themselves and their tribes.

Sometimes beastmen take opponents prisoner rather than kill them. In these cases, a large, weighted net woven from vines and creepers is dropped from above. Prisoners taken with such a net are often stripped of all possessions and then released far from the tribe. If, however, they are judged to be a threat even after this is done, they are put to a painless death.

In combat, beastmen employ a variety of spears, stone axes or knives, bolas, and blowguns.

* Converted by