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Ungal Raider - Bestial 3
UNCOMMONNE OR CEMEDIUMBESTIALUNGAL

A strange and terrifying humanoid esque being, its legs that of an elk or moose, hooved and all, its torso powerful but lean. Its head almost human like, its mouth with many teeth, both crushing and sharp in no proper alignment, but simply random. Its eyes set wider than normal, like that of a deer or elk in color and shape. Its ears similar, its hair becoming like a pelt that runs down its back. Upon its head a proper rack, a sign of status among its kind as warriors, antlers that are no mere ornament or totem taken from kills. They are part of their biology.
Perception 1d20+12
Languages Feriak, as well as understanding Valarian (Common).
Skills Acrobatics: 1d20+9 , Athletics: 1d20+5 , Craft (Trap-Making): 1d20+9 , Intimidate: 1d20+2 , Nature: 1d20+8 , Navigation (Terrestrial): 1d20+5 , Stealth: 1d20+10 , Survival: 1d20+6

STR +2 , DEX +5 , CON +3 , INT -1 , WIS +2 , CHA +0

AC 19
Saving Throws Fort 1d20+7 , Ref 1d20+9 , Will 1d20+6 , Power Save (Strength): 1d20+2 , Logic Save (Intelligence): 1d20+3 , Ego Save (Charisma): 1d20
HP37 4d8+18 - Immunities N/A - Weaknesses Weakness (4) Psychic - Resistances Resist (4) Poison and Necrotic
Speed 40 feet
Melee Always Equipped Melee, Bite: 1d20+6 to hit. 1d6+2 piercing damage plus 1d6 necrotic damage. The Ungal heals for the amount equal to the necrotic damage dealt.   Always Equipped Melee, Antler: 1d20+6 to hit. 1d8+2 piercing damage plus 1d6 necrotic damage. The Ungal heals for the amount equal to the necrotic damage dealt.   50% chance of having equipped Melee, Handaxe: 1d20+6 to hit. 1d6+2 slashing damage. Throwable (15 feet)   50% change of having equipped Melee, Club: 1d20+6 to hit. 1d4+2 Bludgeoning damage   Always equipped Melee, Crude Dagger: 1d20+9 to hit. 1d4+5 piercing damage. Throwable (10 feet range)
Ranged 50% chance of having equipped Sling: 20 feet range. 1d20+6 to hit. 1d4+2 bludgeoning damage.   50% chance of having equipped Javelin: 30 feet range. 1d20+6 to hit. 1d6+2 piercing damage.
Special Abilities Tough Hide (1): Ungals are fast and hit hard, and are hardy, but not naturally thick skinned. They have a +1 boost to their Armor Score from as a Natural Armor Boost.   Hardy: Ungals like any Bestial, if they roll a 1 or a 2 when gaining a new hit dice, they count it as a 3 instead.   Step Aside: Ungals are fast, very fast and reactive. They may take an extra reaction each round, giving them two total.   No Escape: Ungals are vicious and committed combatants, not known for letting up once they've engaged in melee combat. They have the ability to utilize their reaction to make a strike on any creature leaving their threatened melee range.   Corruptive Resistance: Like most Bestials and other mutated beasts so 'blessed' they reduce the effects of corruptive influence such as from Scars upon Reality, by one step.   Skirmish Damage: Ungals are proficient hit and run combatants, very nimble, strike fast, strike hard, strike often type of foe. They have the benefits of skirmish damage as a if a Hunter of 1st level. 1d6   Feral Feasting: The favorite playthings of Gulagor upon the mortal realms, all bestials naturally benefit from utilizing their natural weapons, the dark magick which twisted their forms into being born with such gifts granting them a feral boon, drawing out life force and transfering it into them.   One with the Deep Forests: Ungals gain +6 to their Stealth when in forests or woodlands. They are adept masters of ambush, and show coordination well beyond mere basic feral ability. They plan, they think, they set sophisticated ambushes, and even utilize rudimentary but well designed traps such as pitfalls, complex snares and snag nets.   Fearful Presence (1): An Ungal is such an alien creature, and such a vision of fear, hunger and terror, that its very presence to close to those whom have not steeled themselves can cause fear and panic. Any creature that starts its turn within 10 feet of an Ungal must attempt a Will Save against DC 17. On a critical failure, they become afflicted with Frightened (2). On a failure they become afflicted with Fearful (1). On a success they are not affected, however can still be effected by any other Ungal's aura. On a critical success, a creature is immune to this effect for a full day from any Ungal, having steeled their mind against the presence of the dark magick that swathes these foul creatures.   Fevered Famine: All Ungals carry this illness within them, transferred to any creature foolish enough to imbue their flesh, or any unlucky enough to be bitten whom are of poor enough natural hardiness and health. Any target that suffers a bite from an Ungal must make a DC 17 Fortitude Save. Upon a critical failure, the dark magick of the beast accelerates the issue, presenting the onset of symptoms immediately for the Fevered Famine (link TBA later) disease. Upon a failure, the victim merely gains the Exhausted (1) condition, but is afflicted. The GM should roll 1d4 in secret, this decides how many days the victim has until the onset of symptoms. On a success the victim is not afflicted, however still suffers from Exhausted (1). On a critical success they are absolutely fine.   Fearful of Spirit: Though fierce warriors and raiders, and a force to be feared, Ungals show fear as well, terror even. Sudden bright illumination, that far brighter than mere flames, strikes fear and terror into any Ungal that bears witness. Any Ungal that suffers Radiant damage immediately is stricken with the Frightened (2) condition, and any Ungal whom bears witness, having direct line of sight to such a source of sudden illumination is beset by the Frightened (1) condition.   Beast Blessed Senses: They have a natural +4 to Perception skill checks.

Gear/Loot

  Leather and Hide Armors: +1 to AC, +1 to Stealth checks.   Sling or Javelin   Handaxe or Club   Crude Fighting Dagger   Decorative crude jewellery and totems: Amongst the normal mess of animal bone, preserved plant root and painted rocks there will often enough be something of some small value, like a bit of amber or jade or some other mildly precious piece, a trophy perhaps from a previous raid. Generally this will range from 50-100 gold in value. (To generate randomly, 5d10+50 )  

Advancement/Alteration Options

  Ungals are intelligent enough that the common advancements would be them gaining profession levels. However it is worth noting that both Scoundrel and Hunter specifically have unique synergy with this monster and are likely two common choices, as well as Warrior or Braserker. As with all such creatures, if you as a GM start giving them profession levels, you should both grant them more appropriate gear for your PCs to loot, and remember to increase their EL appropriately, by an amount equal to their profession level rounded down (so a level 1 Ungal of any profession doesn't increase its EL at all).

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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