The Occidentalists

Plagued by a sickeningly deadly disease, the archmage gnome Grumb Occidental started panicking. He was poor, without work, and dying. With his wife and two children already gone, so he began experimenting with creature domestication. He attempted to use his spells on several monstrosities, yet he failed every time. Eventually he got to the Owlbear, a vicious creature with the sole purpose to eat wandering prey. When he cast his magic on them, they turned into intelligent beasts with the yearn for education. In the last months of his life Grumb trained his creations, giving them all they need to know to create a thriving society with functioning systems and happy civilians.

By the time the storm came, Burg was long dead and the Occidentalists he has made had already gone through several generations. They built an underground society for hundreds of years, priding themselves off of their advanced architecture and intelligence. They now stood on two legs and had made products and gloves that formed their wings into the shape of human hands, perfect for constructing. After the storm, nobody owned any land anymore. They developed their own country named after their creator, Occidental, bordered by a huge wooden wall with beautiful etchings. This country would be a hub for beautiful architecture and landscapes. This was what they had dreamed of for the past four thousand years.

Occidentalist Large monstrocity, good/neautral Armor Class 19

19 Hit Points 59 (7d10+21)

59 (7d10+21) Speed 40ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 20 (+5) 17 (+3) 18 (+4) Skills Perception, Slight of Hand

Perception, Slight of Hand Senses darkvision 30 ft.

darkvision 30 ft. Languages Common, Druidic

Common, Druidic Challenge 8 (6500 XP) Attack Multiattack The Occidentalist makes two attacks, one with their beak and one with their claws. Bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) piercing damage Claws Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) slashing damage

Art credit goes to Saul Neconimus on Pintrest

Variant: Trained in Spellcasting While they do specialize in hand-to-wing combat, Occidentalists may also be trained in Magic and many may actually be Magic users. They can learn spells like a Wizard starting at level 3.

Below are spells that are exclusive to Occidentalists.

Call Comrades

2nd-level spell

Casting Time: 1 action

1 action Range: 150 ft.

150 ft. Duration: Instantaneous

A bright blue spark cast into the sky alerts other Occidentalists to come and assist. Maximum 10 others.

Burn of the Cold

4th level spell

Casting Time: 1 action

1 action Range: 75 ft.

75 ft. Duration: 2 actions