Antherions
Animals who've taken on a humanoid form and become more intelligent in the process, albeit not enough to be considered a "Sapient species."
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
Whenever a Ratman is Forcibly Moved/pushed or becomes Bloodied, Move 8 without provoking Opportunity Attack.
- • Stone Tail Sling.
(2x) 2d4+4 (Range 8). Vicious.
- • I Claw Your Face!
(2x) 1d4+2. On hit: Move 8 without provoking Opportunity Attack.
(1/Round) Wolfwere may Help allies within Reach 2, if it can be reasonably explained.
- • Wolfstrike.
(4x) 1d4+1. Attack any number of creatures within Reach 1. On hit: target is pushed back 1 space.
- • Bolstering Howl.
(Range 8). Allies' next attack gains another damage dice.
(1/Round) Opportunity Attack: Any creature that moves within 8 spaces may be charged at (Line 8), taking a Tusk Swing + 4 damage per unmoved extra space. All creatures in the way are push aside and take 4 damage.
- • Tusk Swing.
2d10+6
- • Parry Away.
(2x) 1d8 (Reach 2). On hit: Target cannot target attacking Boarwere with a Reach attack on their next turn.
(1/Round) Interpose for an ally. Attackers Interposed against become Frightened.
Creatures Frightened by this Bearwere cannot willingly move away from it.
- • Frontclaw.
4d8. Advantage on Frightened creatures. All instances of Advantage are converted into an Incremented damage dice (1 Advantage = 4d8 » 4d10, etc.).
- • Backpaw.
1d10+2. On hit: +1 use of Imposing Figure this round. On crit: the next use of Imposing Figure causes Incapacitated instead of Frightened.