Beastmen
Medium-size Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 12 (+1 Dex, +1 natural)
Attacks: Stone axe +2 melee; Blowgun +1 ranged
Damage: Stone axe 1d6; Blowgun 1d3 
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: SR 27, 
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 11
Skills: Hide +17*, Spot +3, Listen +2
Feats: Weapon Focus (stone axe)
Climate/Terrain: Tropical and subtropical forests
Organization: Solitary, pair, warband (2-12), tribe (40-60)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral (good)
Advancement: By character class

Beastmen resemble short 5 feet tall, slender humans, except for the fine layer of dark green or olive colored fur that covers their bodies. Underneath this is an inner coat of coarse black fur. As a beastman moves about, his body instinctively causes portions of the black fur to become erect, like the hair on a cat's back when it is frightened. By so doing, the beastman creates a pattern of stripes or spots that enables him to blend in with the hues and shadows of the forest around him. Because of this unique ability, beastmen seldom wear clothing or ornamentation of any sort.
     The beastman language is very intricate, involving spoken elements, hand and body gestures, and changes in the patterns on the speaker's fur. While other races can learn the spoken and gestural portions of the language, they are unable to reproduce the color changes. Thus outsiders can speak in only the simplest terms.

Combat
The beastman's unusual ability to camouflage himself in the forest makes him a dangerous hunter or adversary. Although beastmen generally seek to avoid combat (or even contact) with outsiders, they certainly defend themselves and their tribes.
     Sometimes beastmen take opponents prisoner rather than kill them. In these cases, a large, weighted net woven from vines and creepers is dropped from above. Prisoners taken with such a net are often stripped of all possessions and then released far from the tribe. If, however, they are judged to be a threat even after this is done, they are put to a painless death.
     In combat, beastmen employ a variety of spears, stone axes or knives, bolas, and blowguns.
   Poison:  Beastman use a special toxin on their blow gun darts, a form of bloodroot poison (DC14, Initial 0; secondary 1d4 Con + 1d3 Wis).  
   Skills: In forest environments, where the beastman’s dark green and black coloration blends with the foliage, it gains a +15 circumstances bonus to Hide checks.
   Blowgun:  Simple-weapon ranged, Dmg 1d3, Crit x2, Range 20 ft., Weight 0 lbs, Type Piercing.

* Converted by Archimagus@aol.com