Even gods need practice. When the makers of universe decided to create Elves, their first attempt failed. Thus, the Neanderthelf was born. Void of the grace that define their more common cousins, the Neanderthelf is a cruel and ignorant race. While Neanderthelves share many of the physical qualities of Elves, including their long lives, their brutal nature has stunted their growth as people. They build no grand cities and know nothing of magic. They live in nomadic tribes where might makes right and the most common way to end an argument is a split skull.
A pay-what-you-want, OGL compatible PDF of the Neandrathelf is available at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:
Medium, humanoid, chaotic evil
Armor Class 12 natural armor
Hit Points 60 (6d8 +12)
Speed 35 ft.
STR 16 (+3) DEX 16 (+3) CON 14 (+2) INT 6 (-2) WIS 12 (+1) CHA 6 (-2)
Saving Throw Str +4 Dex +4
Senses Darkvision 60 ft., passive Perception 11
Challenge 1/2 (100 XP)
Fey Ancestry: The Neanderthelf has advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Proto-Rage: If a Neanderthelf’s Hit Points drop below 10, it enters a state of Proto-Rage. While this state is active, the Neanderthelf may add a D4 to all attack rolls. It remains in this state for one minute.
Lost in Translation. Proto-Elvish is similar to Elvish, but not the same. A PC who knows Elvish can understand Proto-Elvish with an Intelligence DC of 15.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6+3, piercing damage.
Stone Axe. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d10+3, slashing damage. If used against a target wearing Heavy armor, roll a D20. If the result is below a 5, the Stone Axe breaks and becomes unusable.
Sling. Ranged Weapon Attack: +2 to hit, range 30/120, on target. 1d4+3, bludgeoning damage.