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Gor

Gor

Medium humanoid, chaotic evil

Gors are among the most common and numerous breeds of the mutant Beastmen race. Large, powerful, and numerous, they form the spine of all the warherds living within the entirety of the wider world of Mallus today. Whilst their appearance varies a great deal, they all nonetheless combine some animalistic features with those of Mankind. Yet, it is the horns that all Gors possess that separate them from other lesser breeds of Beastmen.

Armor Class 14
Hit Points 36 (3d12+4)
Speed 35 ft.
STR
15
(+2)
DEX
13
(+1)
CON
14
(+2)
INT
8
(-1)
WIS
14
(+2)
CHA
8
(-1)
Saving Throws Str +4, Con +4
Skills Athletics +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Beast Tongue (Broken Dark Tongue)
Challenge 1 (200 XP)

Keen Smell. The Gor has Advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Gor has Advantage on an attack roll against a creature if at least one of the Gor's allies is within 5 feet of the creature and that ally isn't Incapacitated.

Actions

Multiattack. The Gor makes two attacks: Either Dual Handaxe or Battleaxe attacks

Dual Handaxes. Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8+2) Slashing damage.

Battleaxe. Melee Attack Roll: +4 to hit, reach 10 ft., one target. Hit: 6 (1d10+2) Slashing damage, target makes a DC 14 Con save or becomes Bleeding.

Rallying Cry. The Gor inspires nearby Brays and Ungors by blasting a warhorn or producing a low guttural howl. Brays and Ungors within 60 ft. of the Gor gain +2 to hit and 2d4+2 temp HP.

Horn Charge. The Gor leans over and charges at an enemy using up to their full movement. Target makes a DC 14 Dex save and, on failure, takes 2d8+2 Bludgeoning Dmg and now must make a DC 16 Str save or become prone.