Satyr Young Blood
Satyr Young Blood
Beastlings
150 lbs
8

|

32 / 32
12
14
35
30
1

  • Natural Armor:
  • Natural Armor +2
    0 gp


  • Natural Weapon(s):
  • Ram (10ft) (2d6)


  • Passive Abilities:
  • Apt Jumper
  • Keen Hearing


  • Inventory Equipped:
  • Dagger
    2 gp

A group of Satyr young bloods stalks the party, their movements swift and silent, eyes gleaming with predatory intent, each holding crude weapons, eager to make their first kill.

Environments:

Beastlings
Creature Sub Type

Beastlings are animalistic creatures that walk upright but are typically more intelligent than their Beast counterpart.

They could have come from a cruel joke by a God, or a terrible Wizard experiment gone wrong. Whole communities, or cities of Beastlings could exist in campaign.

They do not look Humanoid, and look like a large animal which walks upright. This could mean that other creatures of the campaign world treat them as a Beast, the GM could decide to have DIS on Influence Skill Rolls vs a non-Beastling.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information