Beast Tribes of Eorzea

Amal'jaa

The hulking Amalj'aa are a race of nomadic beastmen who inhabit the grasslands of Paglth'an, where they subsist by hunting the native wildlife. These worshippers of the primal Ifrit believe that the region of Thanalan has been purified by sacred flame. In their efforts to reclaim this holy land, Amalj'aa warriors have clashed time and again with the forces of the sultanate of Ul'dah.


Amalj'aa Halberdier

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4 Survival +5,
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 3 (750 XP)

Actions

Multiattack : The Amalj'aa makes two melee attacks: one with it's halberd and one with it's haymaker.

Halberd : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice. If the amalj'aa rolls a 1 or 2 on the damage dice, it can choose to reroll the dice, and must use the new roll.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Halberdiers are masters of the polearm among the Amalj'aa and make up a solid portion of the Roh caste among the nomadic tribes.


Amalj'aa Ranger

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4, Survival +5, Percetion +3
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 2 (450 XP)

Archer's Eye (3/Day) As a bonus action, the amaj'aa can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack : The amalj'aa makes two attacks with it's longbow.

Longbow : ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Haymaker : Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Rangers take up positions among both the Roh caste and Boh castes of the Amalj'aa serving as both hunters and warriors depending on the situation.

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Amalj'aa Thaumaturge

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (0)

  • Saves Intelligence +5, Wisdom +3
  • Skills Arcana +5 , Athletics +3, Religion +5
  • Damage Resistances Fire
  • Senses passive Perception 13;
  • Languages Amaljic,
  • Challenge 3 (700 XP)

Unstable Aether (5/Day) When the Amalj'aa Thaumaturge cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Spellcasting The Thaumaturge is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following Black Mage spells prepared:

Cantrips (at will) : create bonfire, fire bolt, mage hand, thaumaturgy

1st level (4 slots): chromatic orb, shield, sleep, witch bolt

2nd level (3 slots): Aganazzar's scorcher, blindness/deafness, heat metal, scorching ray, Snilloc's snowball swarm

3rd level (2 slots): call lightning, counterspell, fireball, hold person, sleet storm

Actions

Staff : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 1) bludgeoning damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 1) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Thaumaturges are the shock troops of any Amaljic warband. While they can cast lightning and ice spells as easily as fire spells, they vastly prefer fire spells to show their dedication to Lord Ifrit's cleansing flames. When not trying to kill, they generally try to imcompasitate their foes to later be used as slaves or to be branded by Lord Ifrit in their next summoning.


Amalj'aa Bruiser

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 17
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 8 (-1) 15 (+2) 10 (0)

  • Skills Acrobatics +4, Athletics +5 Survival +4,
  • Damage Resistances Fire
  • Senses passive Perception 14;
  • Languages Amaljic,
  • Challenge 4 (1,100 XP)

Stunning Strike (Recharge 5–6). When the amalj'aa hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the amalj'aa’s next turn.

Unarmored Defense. While the Pugilist is wearing no armor and wielding no shield, it's AC includes its Wisdom modifier.

Actions

Multiattack : The Amalj'aa makes three melee attacks: two with it's unarmed strike and one with it's haymaker.

Unarmed Strike : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Reactions

Deflect Missile In response to being hit by a ranged weapon attack, the amalj'aa deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Of all the Amalj'aa warriors, their bruiser's are some of their most effective combatants. Preferring to use their fists, over other weapons, Bruisers, or sometimes known as pugilists, can turn the tide in a raid effectively if their opponents find themselves more competent in combat than the standard merchant and Brass Blade.

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Zahar'ak Fortune-Teller

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 15
  • Hit Points 68 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 18 (+4) 16 (+3) 15 (+2)

  • Saves Intelligence +5, Wisdom +7
  • Skills Arcana +8,Perception +7, Religion +8
  • Damage Resistances Fire
  • Condition Immunities Fear
  • Senses passive Perception 18;
  • Languages Common, Amaljic
  • Challenge 6 ( 2,300​ XP)

Innate Spellcasting The Zahar'ak Fortune-teller's spellcasting ability is wisdom. The Zahar'ak Fortune-teller can innately cast the following spells, requiring no material components:

At will: True Strike

2/day each: Augery, Fortune's Favor, Healing Word

1/day each: Commune, Diviniation

Spellcasting: The Zahar'ak Fortune-teller is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Fortuneteller has the following Black Mage spells prepared:

Cantrips (at will): absorb elements, create bonfire, fire bolt, thaumaturgy

1st level (4 slots): Burning Hands, magic missile, shield, sleep,

2nd level (3 slots):blindness/deafness, dragon's breath, heat metal, scorching ray,

3rd level (3 slots): counterspell, dispel magic, fireball, hold person

4th level (3 slots) : arcane eye, dimension fire shield, wall of fire*

5th level (1 slot): Destructive Wave,

Unstable Aether (6/Day) When the Fortune-teller cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Wildfire Idol : The Zahar'ak Fortune-teller, and all allies within 30 feet of the Zahar'ak Fortune-teller have advantage on saving throws and are immune to the fear condition, and their weapon attacks deal an additional 1d4 damage on their melee or ranged weapon attacks.


Actions

Staff : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Fortune-tellers are the spiritual leaders of their tribe and an invigorating presense on the battlefield thanks to their Wildfire Idols that only they can use, as well as being experienced divinators blessed by Ifrit, enabling them some presense of control over the battlefield.

Beasts of the Beastmen: Drakes


Most of the beast tribes have a creature of their tribe with which they use as mounts, attack animals, or livestock. For the Amalj'aa it is the drakes. Less intelligent and deadly than the true dragons of Midgardsormr's line, but still deadly in their own right, Red Guard Drakes are the Amalj'aa's favored creature for obvious reasons. Training a drake is a long and arduous process that begins the moment the scalekin hatches. Never allowed to see its mother, the creature is raised solely in the presence of a drake whisperer while being weaned on the incendiary glands of aged battle drakes to ensure it is both submissive and deadly.

Variant: Drake Whistles


Some amalj'aa carry a bone whistle that calls a trained red guard drake. Should an amalj'aa that carries one use their action to blow it, their drake will arrive at the end of their next turn. Guard Drakes in Hydaelyn are similar to the ones seen in VGtM (page 158), they instead have the same growth rate as a dog, can reproduce with other drakes of the same color, and have the their own breath weapon of their chromatic counterpart. This change does not alter the Challenge Rating of the Drake.

To do so, add the breath weapon from the stats of a dragon wyrmling of the corresponding color with the following changes:


Saving Throw DC: The save DC is 13 across all colors.


Damage The damage dice is reduced by half (rounded down).

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Red Guard Drake (Hydaelyn variant)

Medium dragon, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., climb 30 ft.,

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +2
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands draconic and amaljic, but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with it's bite, and one with it's tail

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.

Fire Breath (Recharge 5-6) : The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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Sylphs

A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs' view of outsiders.


Sylph

Small Fey, neutral good


  • Armor Class 13
  • Hit Points 35(10d6)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+3) 10 (+0) 11 (+1) 14 (+2) 16 (+3)

  • Skills Perception +5, Stealth +5
  • Damage Resistances Lightning
  • Senses Passive Perception 15
  • Languages Common, Sylvan
  • Challenge 1 (200 XP)

Magic Resistance The sylph has advantage on saving throws against spells and other magical effects.

Plant Camouflage. The sylph has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3 ) piercing damage.

Shock Spike. Melee or Ranged Spell Attack: +5 to hit, reach 5ft. or range 60ft., one target. Hit 7 (1d8 + 3) lightning damage. On a hit, the target can't take reactions until the start of it's next turn.

Spellcasting The sylph casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: druidcraft

1/day each: cure wounds, disguise self (can appear as a medium sized creature), elemental weapon (lightning only), invisibility