You are on page 1of 153

Monstrous Races

Compact Edition
Character Options for Playing
Every Monster in the Monster Manual

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 1
Monstrous Races
Compact Edition
Character Options for Playing
Every Monster in the Monster Manual
The compact companion to Monstrous Races, this document contains all
of the racial traits from Monstrous Races, but omits art, the
Introduction section, the design notes, published race analysis,
race builder, and template builder sections in order to make this
document a convenient, portable option while gaming on the go.

by Tyler Kamstra

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All
other original material in this work is copyright [2016] by Tyler Kamstra and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 2
Contents
Contents ........................... 3 Cyclops ........................................... 22 Golems .......................................... 56
Darkmantle .................................... 22 Gorgon .......................................... 57
New Rules & Rules
Death Knight [Template: Acquired] Grell ............................................... 58
Clarifications ..................... 6 ....................................................... 23 Grick .............................................. 58
Healing Constructs and Undead ...... 6 Demilich ......................................... 24
Griffon ........................................... 59
Monks and Natural Weapons .......... 6 Demons .......................................... 25
Grimlock ........................................ 59
Templates ........................................ 6 Devils ............................................. 30
Hags............................................... 60
Somatic Components ...................... 7 Dinosaurs ....................................... 33
Half-Dragon [Template] ................ 61
Tiny Creatures ................................. 7 Displacer Beast .............................. 35 Harpy ............................................. 62
Unconsciousness and Immunity ...... 7 Doppelganger ................................ 35
Hell Hound .................................... 62
Monstrous Races .............. 8 Dracolich [Template] ..................... 36
Helmed Horror .............................. 63
Dragon, Shadow [Template] .......... 36 Hippogriff ...................................... 63
Aarakocra ........................................ 8
Dragon ........................................... 37
Aboleths .......................................... 8 Hobgoblins .................................... 64
Dragon Turtle ................................. 39 Homunculus .................................. 64
Angels .............................................. 8
Drider ............................................. 39
Animated Objects ............................ 9 Hook Horror .................................. 65
Dryad ............................................. 39
Ankheg........................................... 10 Hydra ............................................. 65
Elementals ..................................... 40 Intellect Devourer ......................... 66
Azer ............................................... 11
Empyrean ....................................... 41
Banshee ......................................... 11 Invisible Stalker ............................. 67
Ettercap ......................................... 42 Jackalwere ..................................... 67
Basilisks ......................................... 12
Ettin ............................................... 42
Behirs ............................................. 13 Kenku ............................................ 68
Faerie Dragon ................................ 43
Beholders ...................................... 13 Kobolds.......................................... 68
Flameskull ...................................... 43 Kraken ........................................... 69
Blights ............................................ 14
Flumph ........................................... 44
Bugbears ........................................ 16 Kuo-Toa ......................................... 69
Fomorian ........................................ 45 Lamia ............................................. 70
Bulettes ......................................... 16
Fungi .............................................. 45
Bullywug ........................................ 17 Lich [Template] ............................. 70
Galeb Duhr ..................................... 47
Cambion ........................................ 17 Lizardfolk ....................................... 72
Gargoyle ......................................... 47 Lycanthropes [Template] .............. 72
Carrion Crawler ............................. 17
Genies ............................................ 48
Centaur .......................................... 18 Magmin ......................................... 75
Ghouls ............................................ 49
Chimera ......................................... 19 Manticore ...................................... 75
Ghosts [Template] ......................... 50
Chuul ............................................. 19 Medusa ......................................... 76
Giants ............................................. 51
Cloaker........................................... 20 Mephits ......................................... 76
Gibbering Mouther ........................ 53 Merfolk .......................................... 78
Cockatrice ...................................... 20
Gith ................................................ 54
Couatl ............................................ 21 Merrow ......................................... 78
Gnolls ............................................. 55
Crawling Claw ................................ 22 Mimic ............................................ 78
Goblins ........................................... 55

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 3
Mind Flayer.................................... 79 Slaadi............................................101 Boar ............................................. 120
Minotaur........................................ 79 Specter .........................................102 Brown Bear.................................. 121
Modrons ........................................ 80 Sphinxes .......................................103 Camel .......................................... 121
Mummies ...................................... 81 Sprite............................................103 Cat ............................................... 121
Myconid ......................................... 82 Stirge ............................................104 Constrictor Snake ........................ 122
Myconid Spore Servant [Template] Succubus/Incubus ........................104 Crab ............................................. 122
....................................................... 82 Tarrasque .....................................105 Crocodile ..................................... 122
Naga .............................................. 83
Thri-Kreen ....................................106 Death Dog ................................... 123
Nightmare...................................... 84
Treant ..........................................106 Deer ............................................. 123
Nothic ............................................ 84
Troglodyte....................................106 Dire Wolf ..................................... 123
Ogre ............................................... 85
Troll ..............................................107 Draft Horse .................................. 124
Oni ................................................. 85 Umber Hulk ..................................107 Eagle ............................................ 124
Oozes ............................................. 86
Unicorn ........................................108 Elephant ...................................... 124
Orcs ............................................... 88
Vampire [Template] .....................109 Elk ................................................ 124
Otyugh ........................................... 89 Water Weird ................................110 Flying Snake................................. 125
Owlbear ......................................... 89
Wight ...........................................111 Frog ............................................. 125
Pegasus .......................................... 89 Will-o’-Wisp .................................112 Giant Ape .................................... 126
Peryton .......................................... 90
Wraith ..........................................112 Giant Badger ............................... 126
Piercer ........................................... 90
Wyvern ........................................113 Giant Bat ..................................... 126
Pixie ............................................... 91 Xorn .............................................113 Giant Boar ................................... 126
Pseudodragon ............................... 91
Yeti ...............................................114 Giant Centipede .......................... 126
Purple Worm ................................. 92 Yuan-ti..........................................114 Giant Constrictor Snake .............. 127
Quaggoth ....................................... 92
Yugoloth .......................................115 Giant Crab ................................... 127
Rakshasa ........................................ 93
Zombie [Template] ......................116 Giant Crocodile............................ 127
Remorhaz ...................................... 93 Giant Eagle .................................. 127
Miscellaneous Creatures
Revenant [Template] ..................... 94
...................................... 117 Giant Elk ...................................... 128
Roc ................................................. 95 Giant Fire Beetle ......................... 128
Roper ............................................. 95 Ape ...............................................117
Giant Frog .................................... 128
Rust Monster ................................. 96 Awakened Shrub ..........................117
Giant Goat ................................... 129
Sahuagin ........................................ 96 Awakened Tree ............................117
Giant Hyena................................. 129
Salamanders .................................. 97 Axe Beak ......................................118
Giant Lizard ................................. 129
Satyr .............................................. 98 Baboon .........................................118
Giant Octopus ............................. 130
Scarecrow ...................................... 98 Badger ..........................................118
Giant Owl .................................... 130
Shadow .......................................... 98 Bat ................................................119
Giant Poisonous Snake ................ 131
Black bear ....................................119
Shambling Mound ......................... 99 Giant Rat ..................................... 131
Shield Guardian ........................... 100 Blink Dog ......................................120
Giant Scorpion ............................. 132
Skeleton [Template: Natural] ...... 100 Blood Hawk ..................................120

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 4
Giant Sea Horse ........................... 132 Mastiff..........................................138 Sea Horse .................................... 145
Giant Shark .................................. 133 Mule .............................................139 Spider .......................................... 145
Giant Spider ................................. 133 Octopus........................................139 Swarm [Template] ....................... 145
Giant Toad ................................... 133 Owl ...............................................139 Tiger ............................................ 146
Giant Vulture ............................... 133 Panther ........................................140 Vulture ........................................ 146
Giant Wasp .................................. 134 Phase Spider ................................140 Warhorse .................................... 147
Giant Weasel ............................... 134 Poisonous Snake ..........................141 Weasel......................................... 147
Giant Wolf Spider ........................ 135 Polar Bear ....................................141 Winter Wolf................................. 147
Goat ............................................. 135 Pony .............................................142 Wolf ............................................. 148
Hawk ............................................ 135 Quipper ........................................142 Worg............................................ 148
Hunter Shark ............................... 136 Rat ................................................142 Monstrous Character
Hyena .......................................... 136 Raven ...........................................143 Options ......................... 150
Jackal ........................................... 136 Reef Shark ....................................143
Class Options ............................... 150
Killer Whale ................................. 137 Rhinoceros ...................................144
Feats ............................................ 150
Lion .............................................. 137 Riding Horse .................................144
Backgrounds ................................ 151
Lizard ........................................... 138 Saber-Toothed Tiger ....................144
Mammoth .................................... 138 Scorpion .......................................144

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 5
New Rules & Rules
to customize them. These templates include iconic
creatures like liches, lycanthropes, and skeletons.
While the existing rules work well for monsters, they

Clarifications
don’t function well for player characters, and granting
players a template like lycanthropy presents a huge
power increase, often at little cost.
While this document attempts to live within the The alternate rules presented here are intended as a
confines of existing rules, adapting some parts of the replacement for the existing rules, allowing players to
monster manual requires some new concepts and use templates without gaining an unfair benefit over
mechanics. other player characters, and presenting easily used
means to play iconic creatures like vampires and
Healing Constructs and Undead werewolves while still fitting into the normal bounds of
The most common magical healing options (cure the game.
wounds, healing word, and heal) do not affect
constructs or undead. This creates a unique challenge Natural vs. Acquired templates
for players hoping to play those creature types. Natural templates are templates which must be
Jeremy Crawford suggested on twitter that applied to a creature at creation. These templates are
constructs and undead could heal themselves by specific to some circumstance of the creature's birth or
resting, just as living creatures can, and also noted that creation, such as the half-dragon template or the
the Regenerate spell still applies to constructs and skeleton template.
undead. Acquired templates can be applied to a creature at
In addition to these options, I recommend any point as specified by the specific template, and
introducing matching spells which only affect represent a dramatic change to the creature at some
constructs and undead. Repair damage matches cure point in their existence, such as a creature and
wounds, word of repair matches healing word, and returning as a ghost, or a creature being afflicted with
repair matches heal. You might also introduce more lycanthropy.
spells for newer options like healing spirit, published in Some templates can be either natural or acquired,
Xanathar’s Guide to Everything. Any class which has such as the lycanthrope template. In these cases, the
the normal version of the spell on their spell list should template’s description elaborates on the mechanics of
have the “repair” version on their spell list. acquiring the template.
Alternatively, you could allow undead to be healed
by necrotic damage. However, since necrotic damage is Acquiring Templates
available as a cantrip, I don’t advise this. Natural templates can be applied to valid creatures
when the creature is created, and acquired templates
Monks and Natural Weapons can be applied to valid creatures at any time, as
specified by the template's description. All templates
Monks gain a superhuman ability to deal damage with
apply a set of traits immediately upon gaining the
their unarmed strikes. While this causes no issues for
template.
humans and similar races, creatures which have
powerful natural weapons already deal more unarmed
Template Levels
strike damage than 1st-level monks.
In addition to the traits applied when a template is
For the purposes of Martial Arts and Flurry of Blows,
initially applied, some templates also have "template
the bonus unarmed strikes made as a Bonus Action
levels." These levels function similarly to gaining levels
must be conventional unarmed strikes: punches, kicks,
in a class, but when you can or must take them is
etc. instead of relying upon claws, teeth, etc. These
dictated by the template itself. More powerful
attacks deal bludgeoning damage, and follow the
templates will require more levels.
standard Monk Unarmed Strike damage progression.
Template levels grant hit dice, as specified in the
Templates template's description. Template levels may only be
taken by characters with at least one class level. A
The Monster Manual introduces the concept of character's proficiency bonus advances with their total
Templates, which can be applied to existing creatures

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 6
level, including any template levels, just as if they had remove the Reach property if the weapon possesses it
taken levels in a class. normally.
Weapons with the tiny property deal reduced
Removing Templates damage, as per the table below, and weigh one quarter
If a character ever loses a template, such as by being the normal weight for that type of weapon, and have
cured of a curse, they immediately lose any traits half the range of the normal weapon (if any). Ranged
gained from the template. If they have levels in the weapons, thrown weapons, and thrown improvised
template, they lose those levels and may replace them weapons with the tiny property have ranges equal to
with the same number of levels in a class upon half of their normal range, rounded down to the
completing a long rest. nearest 5 feet and to a minimum range of 5 feet. In
addition, weapons with the Tiny property ignore the
Somatic Components restrictions described in the preceding paragraph since
The rules for somatic components states that “the they are size appropriately for tiny creatures.
caster must have free use of at least one hand”. As Original Damage Tiny Damage
written, this requires an actual hand. However, the 1d4 1
core rules are clearly intended to cover humanoid 1d6 1
races, and this document ranges far beyond 1d8 1d2
1d10 1d3
humanoids, venturing into creatures like beholders and 1d12/2d6 1d4
rocs, which clearly don’t have hands. However, lack of Tiny creatures use armor which weighs less than
perfectly human-like hands should not prevent a race armor for small or medium creatures. Armor made for
from performing somatic components. tiny creatures weighs one quarter of the armor’s listed
Any creature can peform somatic components weight.
appropriate to their forms, whatever that form may be. Finally, tiny creatures can lift and carry one quarter
However, any circumstance which would prevent a the amount which a medium or small creature would
human from performing somatic components, such as be able to carry with the same Strength score.
being tightly restrained, similarly prevents monstrous
races from performing somatic components. Unconsciousness and Immunity
Tiny Creatures The Monster Manual presents a long list of creatures
with immunity to the Unconcious condition. However,
Due to their small stature, tiny creatures require it’s never explicitly explained what happens to these
additional mechanics not covered in the core rules. creatures when they drop to 0 hit points. The text in
Being the size of a house cat carries certain question, taken from the “Dropping to 0 Hit Points”
complications not faced by common humanoid races section, is as follows:
like halflings and elves. “When you drop to 0 hit points, you either die
Tiny creatures have difficulty using weapons which outright or fall unconscious”
small and medium creatures can wield comfortably. While this isn’t explicitly stated anywhere, it seems
Tiny creatures may not use weapons made for larger reasonable that if you’re presented with two options
creatures unless they have the Light property. Using and one options is disallowed, you must take the other
those weapons requires two hands and negates the option. Therefore, creatures that are immune to
Finesse property, and tiny creatures suffer unconsciousness are outright slain when they fall to 0
disadvantage on attack rolls with those weapons. Tiny hit points.
creatures may not use weapons for larger creatures to Several of the races presented in this document are
engage in two-weapon fighting, even though they have immune to the Unconcious condition. This presents a
the Light property, just as a medium creature cannot tradeoff for those races. They are immune to effects
use two two-handed weapons for two-weapon which would render them prematurely unconscious,
fighting. such as the sleep spell. However, they also lose the
Due to their inability to use weapons made for larger relative safety of falling unconscious during a difficult
creatures, tiny creatures usually wield weapons better fight. Expect these players to play more defensively
suited to their size. Such weapons add the Tiny weapon than usual, and possibly to flee when the possibility of
property, in addition to any other properties, and 0 hit points seems likely.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 7
Monstrous Races
Playing an Aboleth
Aboleths make excellent Sorcerers, Warlocks, and
Wizards. They work thematically with an emphasis on
Aarakocra enchanting spells, and their telepathy trait allows them
to communicate easily with charmed creatures without
Aarakocra are presented in the Elemental Evil Player’s
others knowing.
Companion, available as a free PDF from the Wizards of
Aboleths make good party leaders due to their
the Coast website.
tendency to build followings out of mentally
http://dnd.wizards.com/articles/features/elemental
subjugated creatures. Other party members might be
evil_playerscompanion
mentally enslaved by the aboleth (purely for plot
Unlike other monster races which Wizards of The
purposes; don’t apply a mechanical effect unless your
Coast has published thus far (bugbears, goblins, etc.),
party is completely comfortable with the idea), or they
the Aarakocra stays true to the monster described in
might share the aboleth’s nefarious goals.
the Monster Manual. For further discussion and
suggestions on design alterations to the published Angels
Aarakocra race, see the “Published Races” appendix
In the full version of Monstrous Races. Angels are celestial beings created by good-aligned
deities to do their bidding.
Aboleths
Angel Traits
Aboleth are super-intelligent, otherworldly, fish-like
Angels share the following racial traits.
creatures who pre-date the gods. They have potent
Creature Type. Celestial
psychic powers, and seek to mentally enslave other
Ability Score Increase. +1 Wisdom.
creatures.
Alignment. Divine servants of good-aligned deities,
most angels are lawful good.
Aboleth Traits
Size. Your size is medium.
Aboleths share the following racial traits.
Speed. Your base walking speed is 30 ft.
Creature Type. Aberration.
Darkvision. You can see in dim light within 60 feet of
Ability Score Increase. +1 Intelligence, +1 Charisma
you as if it were bright light, and in darkness as if it
Alignment. Horrifying creatures known to mentally
were dim light. You can’t discern color in darkness, only
enslave other creatures, most aboleths are lawful evil.
shades of gray.
Size. Your size is medium.
Divine Resistance. You have resistance to radiant
Speed. Your base walking speed is 10 ft., and you
damage.
have a swim speed of 40 ft.
Flight. You have a flying speed of 30 feet. To use this
Amphibious. You can breathe air and water.
speed, you can’t be wearing medium or heavy armor.
Innate Spellcasting. Once you reach 3rd level, you
Immortal Nature. You don’t require food, drink, or
can cast the charm person spell once per day. Your
sleep. Instead, you meditate deeply, remaining
spellcasting ability for this spell is Intelligence.
semiconscious, for 4 hours a day. (The Common word
Natural Armor. While unarmored, your AC is equal
for such meditation is “trance.”) While meditating, you
to 12 + your Dexterity modifier.
can dream after a fashion; such dreams are actually
Superior Darkvision. You can see in dim light within
mental exercises that have become reflexive through
120 feet of you as if it were bright light, and in
years of practice. After resting in this way, you gain the
darkness as if it were dim light. You can’t discern color
same benefit that a human does from 8 hours of sleep.
in darkness, only shades of gray.
Languages. You can speak, read, and write in
Telepathy. You can communicate telepathically with
Common and Celestial.
any creature that knows a language within 30 ft.
Subrace. Choose one of these subraces. You gain the
Tentacle. Your unarmed strikes deal 1d6
traits listed under your chosen subrace in addition to
bludgeoning damage on a hit.
those listed above.
Languages. You can speak, read, and write in Deep
Speech. Deva
Ability Score Increase. +1 Charisma.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 8
Divine Messenger. You know the message cantrip. Alignment. Created for a variety of purposes by a
Upon reaching 3rd level, you can cast the disguise self variety of masters, animated objects can be of any
spell once per day. Wisdom is your spellcasting ability alignment but are usually neutral.
for these spells. Antimagic Susceptibility. You are incapacitated
while in the area of an antimagic field. If targeted by
Planetar
dispel magic, you must succeed on a Constitution
Ability Score Increase. +1 Strength.
saving throw against the caster's spell save DC or fall
Angelic Weapons. Starting at 3rd level, as a bonus
unconscious for 1 minute.
action, you may focus your angelic power behind your
Blind Senses. You have no eyes, and are blind (and
attacks. For one minute, your melee weapon attacks
therefore immune to the Blinded condition). You have
deal an additional 1d6 radiant damage. You must
blindsight 60 ft.
maintain concentration during that time, as if you were
Can’t Speak. You are unable to speak, but are still
casting a spell.
able to read, write, and understand any languages
After you use this ability, you can't use it again until
which you know. You are unable to perform verbal
you complete a short or long rest.
spell components.
Solar Construct Nature. You are immune to the deafened,
Ability Score Increase. +1 Constitution. exhaustion, paralyzed, and petrified conditions.
Healing Touch. Upon reaching 3rd level, you can cast False Appearance. While motionless, you appear
the cure wounds spell once per day. Wisdom is your indistinguishable from a mundane object which your
spellcasting ability for this spell. race resembles. You must spend one minute
Poison Resilience. You have advantage on saving motionless before this trait takes effect. You must
throws against poison, and you have resistance against maintain concentration during that time, as if you were
poison damage. casting a spell.
Poison Immunity. You are immune to poison
Playing an Angel damage, and immune to the poisoned condition.
Angels are powerful flying characters. Depending on Languages. You can read and understand Common.
your choice of subrace, you may excel in different Subrace. Choose one of these subraces. You gain the
roles. Devas make great Bards and Sorcerers, and work traits listed under your chosen subrace in addition to
well for any character seeking to emphasize social those listed above.
skills. Planetars make good Barbarians, Fighters, and
Animated Armor
Rangers. Solars are extremely durable, and work well in
Size. Your size is medium.
any class on the front lines of combat.
Speed. Your base walking speed is 25 ft.
Angels are good-aligned outsiders, and as such flock
Fist. Your unarmed strikes deal 1d6 bludgeoning damage
to good causes like peace and justice. That makes them
on a hit.
excellent adventurers, and easy to fit into typical
Natural Armor. While unarmored, your AC is equal
parties.
to 18. You are unable to wear armor, but may still use
Animated Objects shields.

Animated by magic for a variety of purposes, animated Flying Sword


objects are common objects given a crude intelligence Size. Your size is small.
to serve their master’s needs. Speed. Your base walking speed is 0 ft.
Blade. Your unarmed strikes deal 1d8 slashing
Animated Object Traits damage on a hit.
Animated Objects share the following racial traits. Flight. You have a flying speed of 50 feet.
Creature Type. Construct. You do not require air, Living Sword. You are unable to wear armor or use
food, drink, or sleep. Instead, you enter a restful state, shields.
remaining semiconscious, for 4 hours a day. While Natural Armor. While unarmored, your AC is equal
resting, you can dream after a fashion; such dreams are to 17 + your Dexterity modifier.
reflexive mental exercises inherent to your No Hands. You are unable to wield weapons or wear
consciousness. After resting in this way, you gain the shields, and cannot use items which require
same benefit that a human does from 8 hours of sleep.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 9
manipulation, including spellcasting foci, wands, tools, intelligence, and how that effect shaped your
etc. character’s personality.
Rug of Smothering Living Armor
Ability Score Increase. +1 Strength. Living armor is the most straightforward of the
Size. Your size is medium. animated objects. It’s basically a suit of full plate
Speed. Your base walking speed is 20 ft. armor, which means that it has human-like anatomy
Damage Transfer. While you are grappling a and can do many of the things that a human can do.
creature, you take only half the damage dealt to you, Because they’re a walking suit of armor, living armor
and the creature which you are grappling takes the makes an excellent fighter.
other half.
Flying Sword
Living Carpet. You are unable to wear armor or use
Flying swords are conceptually simple, but a bit more
shields.
complicated to play. They have no walking speed, and
Natural Armor. While unarmored, your AC is equal
are entirely dependent on flight to move. Since they
to 12 + your Dexterity modifier.
lack the ability to hover, they will frequently need to fly
No Hands. You are unable to wield weapons or wear
in circles or land to remain in roughly the same place.
shields, and cannot use items which require
Beyond that they are much like a flying fighter with a
manipulation, including spellcasting foci, wands, tools,
longsword.
etc.
Smother. Your unarmed strikes deal 1d8 Rug of Smothering
bludgeoning damage on a hit. When you take the Rugs of smothering are excellent grapplers, but don’t
Attack action and make an unarmed strike, you can use excel at much else.
a bonus action to initiate a grapple with the target of
your successful unarmed strike. You may grapple even Ankheg
though you have no hands. In addition, you are Ankhegs are giant, predatory, insect-like monstrosities
proficient in Athletics. with potent acidic saliva.
Playing an Animated Object Ankheg Traits
Animated objects are peculiar options for player Ankhegs share the following racial traits.
characters. Lacking the ability to speak, they have Creature Type. Monstrosity.
issues communicating with party members. Flying Alignment. Simple creatures with no specific
swords and rugs of smother both lack limbs and hands, motives, Ankhegs can be of any alignment but are
so they have issues tackling simple obstacles like doors. frequently neutral.
As such, these characters must rely heavily on their Size. Your size is medium.
allies for many things. Speed. Your base walking speed is 30 ft. You have a
All animated objects share an inability to speak, burrow speed of 10 ft.
which carries complications beyond conversation. Acid Spray. As an action, you can spit acid in a line
Speechless characters can’t perform verbal spell that is 30 feet long and 5 feet wide. Each creature in
components, which severely limits your options as a that line must make a Dexterity saving throw. The DC
spellcaster. In addition, all animated objects are blind, for this saving throw equals 8 + your Constitution
and instead rely on blindsense. While this is fine in a modifier + your proficiency bonus. A creature takes 2d6
close-quarters combat or inside a building, it can be a acid damage on a failed save and half as much damage
major handicap while traversing open spaces like a on a successful one. The damage increases to 3d6 at
road, an open field, or the open sea, and you may be 6th level, 4d6 at 11th level, and 5d6 at 16th level.
forced to travel mostly blind through such areas. After you use this ability, you can't use it again until
Befriending or hiiring a creature with normal sight can you complete a short or long rest.
be a huge boon, even if such a creature is of little other Bite. Your unarmed strikes deal 1d4 slashing and 1d4
use to you. acid damage on a hit.
Like many other creatures, being awakened has a Darkvision. You can see in dim light within 60 feet of
great deal of influence of your character’s personality. you as if it were bright light, and in darkness as if it
Consider what effect granted your character superior

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 10
were dim light. You can’t discern color in darkness, only failed save, or half as much damage on a successful
shades of gray. one. The DC of this saving throw is 8 + your proficiency
Natural Armor. While unarmored, your AC is equal bonus + your Constitution modifier.
to 12 + your Dexterity modifier. After you use this ability, you can't use it again until
Tremorsense. You can detect and pinpoint the origin you complete a long rest.
of vibrations within 30 ft., provided that you and the Heated Weapon. Starting at 3rd level, as a bonus
source of the vibrations are in contact with the same action, you may heat one metal melee weapon which
ground or substance. Tremorsense can't be used to you are currently holding. For one minute, melee
detect flying or incorporeal creatures. weapon attacks with the weapon deal an additional
Languages. You can speak, read, and write in 1d6 fire damage. You must maintain concentration
Common. during that time, as if you were casting a spell. If you
lose concentration or lose your grip on the weapon, it
Playing an Ankheg cools quickly, returning to a normal temperature.
Ankhegs have a burrow speed and tremorsense which After you use this ability, you can't use it again until
makes them uniquely skilled as infiltrators and scouts. you complete a short or long rest.
As such, they make excellent rogues. However, the Illumination. You shed bright light in a 10-foot radius
ability to move into close quarters unnoticed can also and dim light for an additional 10 feet.
make them potent in any melee-based build. Size. Your size is medium.
Like many other creatures, being awakened has a Speed. Your base walking speed is 30 ft.
great deal of influence of your character’s personality. Languages. You can speak, read, and write in
Consider what effect granted your character superior Common and Ignan.
intelligence, and how that effect shaped your
character’s personality. Playing an Azer
Azer are great melee characters, excelling as
Azer Barbarians and Fighters. Their flame-themed abilities
Natives of the Elemental Plame of Fire, Azers are give them the ability to resist and deal fire damage.
humanoid-like elementals crafted from brass and Azers are native to the elemental planes, so it would
imbued with living flame. be strange to find them on the material plane. If your
Azer character has fallen in with more conventional
Azer Traits races, consider reasons why your Azer may have been
Azers share the following racial traits. drawn away from the planar home of your people.
Creature Type. Elemental. You do not require air,
food, drink, or sleep. Instead, you enter a restful state,
Banshee
remaining semiconscious, for 4 hours a day. While The undead spirits of female elves who used their
resting, you can dream after a fashion; such dreams are beauty to manipulate others, banshees are famous for
reflexive mental exercises inherent to your their horrifying appearance and their terrifying wail.
consciousness. After resting in this way, you gain the
same benefit that a human does from 8 hours of sleep. Banshee Traits
Ability Score Increase. +2 Strength, +1 Constitution. Banshees share the following racial traits.
Alignment. Masters of labor and industry, most Creature Type. Undead. You don’t require air, food,
Azers are lawful neutral. drink, or sleep. Instead, you enter a restful state,
Born of Flame. You have resistance against fire remaining semiconscious, for 4 hours a day. While
damage. resting, you can dream after a fashion; such dreams are
Body of Brass. You have advantage on saving throws reflexive mental exercises inherent to your
against poison, and you have resistance against poison consciousness. After resting in this way, you gain the
damage (explained in chapter 9 of the Player’s same benefit that a human does from 8 hours of sleep.
Handbook). Ability Score Increase. +1 Charisma.
Heated Body. When a creature makes a successful Alignment. Undead creatures cursed for their sins
melee attack against you, you may retaliate with a but still plagued by vanity and greed, most banshees
burst of flame as a reaction. The creature must make a are chaotic evil.
Dexterity saving throw. It takes 2d10 fire damage on a Size. Your size is medium.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 11
Speed. Your base walking speed is 0 ft. Sorrow Bound presents a particularly unique
Corrupting Touch. As an action you may make a challenge for players. Discuss its effects with your DM
melee spell attack. This attack deals 1d8 necrotic before deciding to play a banshee. You might consider
damage. This damage increases to 2d8 at 5th level, 3d8 allowing the banshee to remain within 5 miles of any
at 11th level, and 4d8 at 17th level. Charisma is your place where the banshee went in life. Leaving the
spellcasting ability for this attack. character’s life vaguely defined opens up some
Darkvision. You can see in dim light within 60 feet of interesting story-telling opportunities. Instead, you
you as if it were bright light, and in darkness as if it might completely negate the effects to ease play.
were dim light. You can’t discern color in darkness, only
shades of gray. Basilisks
Deathly Resistance. You have resistance to necrotic Multi-legged reptilian creatures with a paralyzing gaze.
damage.
Detect Life. You can magically sense the presence of Basilisk Traits
living creatures up to 5 miles away. You know the Basilisks share the following racial traits.
general direction they're in but not their exact Creature Type. Monstrosity
locations. Ability Score Increase. +1 Strength, +1 Constitution.
Flight. You have a flying speed of 30 feet, and can Alignment. Simple beasts, basilisks can be of any
hover. To use this speed, you can’t be wearing medium alignment but are typically neutral.
or heavy armor. Size. Your size is medium.
Sorrow Bound. You are forever bound to the place Speed. Your base walking speed is 25 ft.
of your demise, and are unable to venture more than Bite. Your unarmed strikes deal 1d8 slashing damage
five miles from that location. on a hit.
Wail. You can cast the Dissonant Whispers spell once Darkvision. You can see in dim light within 60 feet of
per day. Charisma is your spellcasting ability for this you as if it were bright light, and in darkness as if it
spell. were dim light. You can’t discern color in darkness, only
Languages. You can speak, read, and write in shades of gray.
Common and Elvish. Natural Armor. While unarmored, your AC is equal
to 15 + your Dexterity modifier.
Variant Banshee Traits No Hands. You are unable to wield weapons or wear
Banshees are potent flying creatures, but their traits are tied shields, and cannot use items which require
to one specific interpretation of banshees. For a slightly manipulation, including spellcasting foci, wands, tools,
different take, consider these variant traits. These traits
etc.
replace the banshee’s speed, deathly resistance, flight, and
languages.
Petrifying Gaze. As an action, you can attempt to
Speed. Your base walking speed is 30 ft. petrify a creature with your gaze. The target must be
Corpse Body. You have resistance to cold, necrotic, and within 30 ft. and you must be able to see each other.
poison damage, and you have advantage on saving throws Creatures whose bodies are not made of flesh, such as
against poison. constructs, are immune to this effect, as are creatures
Languages. You can speak, read, and write in Common and immune to paralysis. The target creature must make a
the racial language of the race you were as a mortal (if Constitution saving throw. The DC for this saving throw
different than Common). is 8 + your Constitution modifier + your proficiency
bonus.
Playing a Banshee On a failed save, the creature begins to turn to
Banshee are angry, evil, undead spirits. They covet stone. They are treated as having 1 level of fatigue. The
beautiful objects commonly found while adventuring, creature must repeat this saving throw at the end of
which may be motivation enough to join a party of like- each of its turns. On a failed saving throw, the creature
minded characters. is treated as gaining an additional level of fatigue. If the
When creating your character, consider what they creature fails 6 saving throws, it is petrified until freed
did in their lifetime to inflict them with the banshee’s by greater restoration or similar magic. On a successful
curse. A few details from the character’s life can go a saving throw, the creature resists the effect, and is
long way. treated as having one less level of fatigue. The creature
is treated as having one less level of fatigue each round

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 12
until they are treated as having 0 levels of exhaustion. were dim light. You can’t discern color in darkness, only
Creatures immune to fatigue are not immune to this shades of gray.
effect, and any actual levels of exhaustion do not stack Constrict. When you take the Attack action and
with this effect. make an unarmed strike, you can use a bonus action to
This effect lasts up to one minute. You must initiate a grapple with the target of your successful
maintain concentration during that time, as if you were unarmed strike. You may grapple even though you
casting a spell. If you lose concentration, the creature is have no hands.
treated as having no levels of exhaustion from this Lightning Breath. As an action, you can breathe
effect and immediately returns to normal. If the lightning in a line that is 30 feet long and 5 feet wide.
creature becomes petrified by this effect, the effects Each creature in that line must make a Dexterity saving
are permanent and you no longer need to concentrate. throw. The DC for this saving throw equals 8 + your
A creature may avert its eyes from you, which makes Constitution modifier + your proficiency bonus. A
it immune to this ability. If it does so, it cannot see you creature takes 2d6 lightning damage on a failed save
until the beginning of its next turn, at which point it and half as much damage on a successful one. The
may choose to avert its eyes again. damage increases to 3d6 at 6th level. 4d6 at 11th level,
After you use this ability, you can't use it again until and 5d6 at 16th level.
you complete a short or long rest. After you use this ability, you can't use it again until
Languages. You can speak, read, and write in you complete a short or long rest.
Common. Natural Armor. While unarmored, your AC is equal
to 13 + your Dexterity modifier.
Playing a Basilisk No Hands. You are unable to wield weapons or wear
Basilisks are durable, and have great built-in armor. shields, and cannot use items which require
They can still wear armor, so consider buying some if manipulation, including spellcasting foci, wands, tools,
your AC is poor. You can’t use shields or weapons, but etc.
your bite is as strong as a longsword. The basilisk’s Languages. You can speak, read, and write in
biggest draw is its petrifying gaze. While extremely Draconic.
potent, it can also be troublesome to track. Be sure to
help your DM keep track of the effects. Playing a Behir
Like many other creatures, being awakened has a Behirs are grapple monsters with a climb speed, which
great deal of influence of your character’s personality. allows them to easily get into melee range in many
Consider what effect granted your character superior environments, including caves and dungeons. They lack
intelligence, and how that effect shaped your an ability score increase, which can make them difficult
character’s personality. to play.

Behirs Beholders
Behirs are serpentine creatures originally created by Floating balls of magical eyeball terror, beholders are
giants to battle dragons. among the most iconic monsters in Dungeons and
Dragons.
Behir Traits
Behirs share the following racial traits. Beholder Traits
Creature Type. Monstrosity Beholders share the following racial traits.
Alignment. Descended from the creations of evil Ability Score Increase. +1 Intelligence.
giants, most Behirs are neutral evil. Speed. Your base walking speed is 0 ft.
Size. Your size is medium. Languages. You can speak, read, and write in Deep
Speed. Your base walking speed is 30 ft. You have Speech and Undercommon
climb speed of 30 ft. Bite. Your unarmed strikes deal 1d6 piercing damage
Bite. Your unarmed strikes deal 1d8 slashing damage on a hit.
on a hit. Darkvision. You can see in dim light within 60 feet of
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only
shades of gray.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 13
Natural Armor. While unarmored, your AC is equal start of each of your turns, you decide which way the
to 12 + your Dexterity modifier. cone faces and whether the cone is active.
No Hands. You are unable to wield weapons or wear Any creature in that area can’t regain hit points
shields, and cannot use items which require without first passing a Constitution saving throw. The
manipulation, including spellcasting foci, wands, tools, DC equals 8 + your Intelligence modifier + your
etc. proficiency bonus.
Subrace. Choose one of these subraces. You gain the Poison Immunity. You are immune to poison
traits listed under your chosen subrace in addition to damage, and immune to the poisoned condition.
those listed above.
Spectator
Eye Tyrant Creature Type. Aberration.
Creature Type. Aberration. Alignment. Not as evil as their larger cousins, and
Alignment. Tyrannical, insane, and absolutely evil, more prone to obedience to their summoner, most
most eye tyrants are lawful evil. specators are lawful neutral.
Size. Your size is medium. Size. Your size is small.
Antimagic Cone. Once per day when a creature that Eye Rays. You know the chill touch and mage hand
you can see within 60 ft. attempts to cast a spell, you cantrips. You may cast spells as though you were using
may use your reaction to attempt to negate the spell. a magic focus, even if you are not doing so.
Make an Intelligence check. The DC equals 10 + the Flight. You have a flying speed of 30 feet, and can
spell's level. On a success, the creature's spell fails and hover. To use this speed, you can’t be wearing medium
has no effect. or heavy armor. You are immune to the prone
Eye Rays. You know the chill touch, eldritch blast, condition.
friends, and mage hand cantrips. You may cast spells as Spell Reflection. If you have advantage on a saving
though you were using a magic focus, even if you are throw against a spell, or if the spellcaster has
not doing so. disadvantage on a spell attack roll to hit you with the
Flight. You have a flying speed of 20 feet, and can spell, you may disregard that effect to attempt to
hover. To use this speed, you can’t be wearing medium reflect the spell. If you succeed on the saving throw to
or heavy armor. You are immune to the prone resist the spell, or if the spell attack roll misses you,
condition. you can choose another creature (including the
spellcaster) which you can see within 30 feet of you.
Death Tyrant
The spell targets the chosen creature instead of you. If
Creature Type. Undead. You don’t require air, food,
the spell forced a saving throw, the chosen creature
drink, or sleep. Instead, you enter a restful state,
makes its own save. If the spell was an attack, the
remaining semiconscious, for 4 hours a day. While
attack roll is rerolled against the chosen creature.
resting, you can dream after a fashion; such dreams are
reflexive mental exercises inherent to your Playing a Beholder
consciousness. After resting in this way, you gain the
All three beholders make fantastic wizards. Their
same benefit that a human does from 8 hours of sleep.
Intelligence increases and flight are ideal, and their
Alignment. No better in death than they were in life,
bonus cantrips open up other options for you to
most death tyrants are lawful evil.
choose from.
Size. Your size is medium.
All three beholders are slightly different. Eye tyrants
Eye Rays. You know the chill touch, eldritch blast,
are good all-around option. They’re not very fast, but
friends, and mage hand cantrips. You may cast spells as
they have a good range of innate spells, and Antimagic
though you were using a magic focus, even if you are
Cone is a great utility option. Death tyrants are more
not doing so.
durable than eye tyrants, but their negative energy
Flight. You have a flying speed of 20 feet, and can
cone is less impactful than Antimagic Cone. The
hover. To use this speed, you can’t be wearing medium
Spectator is faster than both, and has fewer eye ray
or heavy armor. You are immune to the prone
cantrips, but Spell Reflection is a powerful (if risky)
condition.
option when facing enemy spellcasters.
Negative Energy Cone. Your central eye emits an
invisible, magic 60-goot cone of negative energy. At the Blights

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 14
Blights are sentient, bloodthirsty plants, spawned from Stealthy. You have proficiency in the Stealth skill.
evil trees carrying the curse of an ancient vampire. Languages. You can understand, read, and write in
Common.
Blight Traits
Vine Blight
Blights share the following racial traits.
Ability Score Increase. +1 Strength.
Creature Type. Plant.
Size. Your size is medium.
Alignment. Evil plants with a taste for blood, most
Speed. Your base walking speed is 25 ft.
blights are neutral evil.
Constrict. Your unarmed strikes deal 1d6
Blind Senses. You have no eyes, and are blind (and
bludgeoning damage on a hit. When you take the
therefore immune to the Blinded condition). You have
Attack action and make an unarmed strike, you can use
blindsight 60 ft.
a bonus action to initiate a grapple with the target of
Subrace. Choose one of these subraces. You gain the
your successful unarmed strike.
traits listed under your chosen subrace in addition to
Entangling Plants. As an action, you can cause
those listed above.
grasping roots and vines to sprout in a 15-foot radius
Needle Blight center on you. For the duration, that area is difficult
Ability Score Increase. One ability score of your terrain for non-plant creatures. In addition, each
choice increases by 1. creature in that area when the plants appear must
Size. Your size is medium. succeed on a Strength saving throw or become
Speed. Your base walking speed is 30 ft. restrained. A creature can use its action to make a
Can’t Speak. You are unable to speak, but are still Strength check, freeing itself or another entangled
able to read, write, and understand any languages creature within reach on a success. The DC for the save
which you know. You are unable to perform verbal and for the check is 8 + your Constitution bonus + your
spell components. proficiency bonus.
Claws. Your unarmed strikes deal 1d8 slashing This effect lasts up to one minute. You must
damage on a hit. maintain concentration during that time, as if you were
Natural Armor. While unarmored, your AC is equal casting a spell. If you lose concentration, the effect
to 12 + your Dexterity modifier. ends immediately, and the plants wither away to
Needles. You may fire stiff, coniferous needles from nothing.
your body as a ranged weapon attack. This attack has After you use entangling plants, you can't use it
30/60 range, and deals 1d8 piercing damage on a hit. again until you complete a short or long rest.
Languages. You can understand, read, and write in False Appearance. While motionless, you appear
Common. indistinguishable from a cluster of vines. You must
spend one minute motionless before this ability takes
Twig Blight
effect. You must maintain concentration during that
Ability Score Increase. +1 Dexterity, +1 Constitution.
time, as if you were casting a spell.
Size. Your size is small.
Natural Armor. While unarmored, your AC is equal
Speed. Your base walking speed is 25 ft.
to 12 + your Dexterity modifier.
Can’t Speak. You are unable to speak, but are still
Languages. You can speak, read, and write in
able to read, write, and understand any languages
Common.
which you know. You are unable to perform verbal
spell components.
Playing a Blight
Claws. Your unarmed strikes deal 1d4 slashing
Blights are a diverse bunch of plant creatures, each
damage on a hit.
with unique abilities.
Dry Body. You are vulnerable to fire damage.
Needle blights is a great all-around character with a
False Appearance. While motionless, you appear
flexible ability increase, great natural weapons that
indistinguishable from a dead shrub. You must spend
work in melee and at range. They work well for many
one minute motionless before this ability takes effect.
classes.
You must maintain concentration during that time, as if
Twig blights are sneaky and have good natural
you were casting a spell.
armor, and their blindsight makes them very effective
Natural Armor. While unarmored, your AC is equal
in darkness or in other vision-obscuring conditions.
to 13 + your Dexterity modifier.
They make especially good rogues.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 15
Vine blights are melee monsters with two effects Bulettes
which make it difficult for enemies to escape. As such,
they do well as any class which fights in melee. They Vicious predators often called “land sharks”, bulettes
are also the only blight capable of speech. are ambush predators capable of burrowing at
incredible speed and leaping incredible distances.
Bugbears
Bulette Traits
A race of violent, uncivilized humanoids, Bugbears are
Bulettes share the following racial traits.
the largest of the goblinoid races. Even more than their
Creature Type. Monstrosity.
cousins, Bugbears crave violence and mayhem.
Alignment. Motivated by little more than hunger,
bulettes are usually neutral.
Size. Your size is medium.
Bugbear Traits
Speed. Your base walking speed is 30 ft., and you
Bugbears share the following racial traits.
have a burrow speed of 30 ft.
Creature Type. Humanoid (goblinoid)
Bite. Your unarmed strikes deal 1d8 slashing damage
Ability Score Increase. +2 Strength, +1 Constitution.
on a hit.
Alignment. Drawn to violence and reluctant to
Darkvision. You can see in dim light within 60 feet of
follow orders, Bugbears are nearly always Chaotic Evil.
you as if it were bright light, and in darkness as if it
Size. Your size is medium.
were dim light. You can’t discern color in darkness, only
Speed. Your base walking speed is 30 ft.
shades of gray.
Darkvision. You can see in dim light within 60 feet of
Deadly Leap. If you jump at least 15 feet as part of
you as if it were bright light, and in darkness as if it
your movement, as an action you can then choose to
were dim light. You can’t discern color in darkness, only
land on your feet in a space that contains another
shades of gray.
creature of your size or smaller. As part of this action,
Stealthy. You have proficiency in the Stealth skill.
make a single unarmed strike against that target. If you
Savage Attacks. When you score a critical hit with a
miss, you end your movement in an unoccupied space
melee weapon attack, you can roll one of the weapon's
of your choice adjacent to the target creature. If your
damage dice one additional time and add it to the
attack hits, the creature must make a Strength or
extra damage of the critical hit.
Dexterity saving throw (target’s choice) or take damage
Surprise Attack. If you surprise a creature and hit it
equal to your unarmed strike damage and be knocked
with an attack during the first round of combat, the
prone. On a successful save, the creature takes only
target takes an extra 1d6 damage from the attack. You
half damage, isn’t knocked prone, and is pushed 5 feet
can use this trait only once per combat.
out of your space into an unoccupied space of the
This damage increases to 2d6 at 5th level, 3d6 at 11th
creature’s choice. If no unoccupied space is within
level, and 4d6 at 17th level.
range, the creature instead falls prone in your space.
Languages. You can speak, read, and write in
The DC of this saving throw is 8 + your proficiency
Common and Goblin.
bonus + your Strength modifier.
Playing a Bugbear Natural Armor. While unarmored, your AC is equal
to 13 + your Dexterity modifier.
Bugbears are mechanically very similar to Half-orcs:
No Hands. You are unable to wield weapons or wear
they have the same ability score increases, both have
shields, and cannot use items which require
Darkvision, and both have Savage Attacks. However,
manipulation, including spellcasting foci, wands, tools,
the two race’s racial skills and the difference between
etc.
Surprise Attack and Relentless Endurance set the two
Tremorsense. You can detect and pinpoint the origin
apart. Where the Half-Orc is an intimidating brute, the
of vibrations within 30 ft., provided that you and the
Bugbear is a muscular ambush predator.
source of the vibrations are in contact with the same
Like many uncivilized humanoid races, Bugbears are
ground or substance. Tremorsense can't be used to
chaotic and violent, rarely submitting to authority
detect flying or incorporeal creatures.
unless doing so allows them greater opportunity for
Languages. You can speak, read, and write in
violence. As such, you may have trouble fitting into
Common.
non-evil parties.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 16
Playing a Bulette Playing a Bullywug
Bulettes are chargers. Their Deadly Leap ability coupled Bullywugs are durable ambush predators. They have
with Standing Leap allows them to quickly move into good Constitution like a Dwarf, and their semi-flexible
melee range, even if the target is behind obstacles. Use ability score increase allows them to use a variety of
deadly leap to knock foes prone before tearing into weapons. Bullywugs are at home in and around water,
them with your bite attack. Your burrow speed and but their slow walking speed can be a big problem in
tremorsense allow you to scout many places unseen, most games.
and make you adept at surprising foes. Bulettes don’t Bullywugs have a weird social culture, which can be
have hands so they have trouble playing spellcasters, interesting to bring into a party of other races.
but they work great as Barbarians, Fighters, and Consider how and why your Bullywug might have
Monks. attached himself to the party.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Cambion
Consider what effect granted your character superior The offspring of fiends and mortal humanoids,
intelligence, and how that effect shaped your cambions are evil by nature.
character’s personality.
Cambion Traits
Bullywug Cambions share the following racial traits.
Bullywugs are evil swamp-dwelling frog people who Creature Type. Fiend.
attack travelers seeking treasures to improve their Ability Score Increase. +1 Strength, +1 Charisma.
social standing among other Bullywugs. Burdened with Alignment. Children of a variety of fiends, Cambions
a racial inferiority complex, Bullywugs are desperate are typically evil and often match the alignment of
for the acknowledgement and respect of others. their fiendish parent.
Size. Your size is medium.
Bullywug Traits Speed. Your base walking speed is 30 ft.
Bullywugs share the following racial traits. Darkvision. You can see in dim light within 60 feet of
Creature Type. Humanoid (bullywug) you as if it were bright light, and in darkness as if it
Ability Score Increase. +2 Constitution, +1 Strength were dim light. You can’t discern color in darkness, only
or Dexterity. shades of gray.
Alignment. Bullywugs have a moderately civilized Flight. You have a flying speed of 30 feet. To use this
aristocratic society with some social strictures, but still speed, you can’t be wearing medium or heavy armor.
tend toward lawlessness, murder, and preying upon Fiend Magic. You know the fire bolt cantrip. Once
the weak and unfortunate. Bullywugs tend to be you reach 3rd level, you can cast the charm person spell
Neutral Evil. once per day. Charisma is your spellcasting ability for
Size. Your size is medium. these spells.
Speed. Your base walking speed is 20 ft. You have a Languages. You can speak, read, and write in
swim speed of 40 ft. Common, Abyssal, and Infernal.
Amphibious. You can breathe air and water.
Speak with Frogs and Toads. You can communicate Playing a Cambion
simple concepts to frogs and toads when you speak in Cambions make excellent fighters, paladins, and
Bullywug. sorcerers due to their ability scores. Their ability to fly
Standing Leap. Your long jump is up to 20 feet and makes them very mobile, and very good at moving
its high jump is up to 10 feet, with or without a running toward or away from enemies as needed. Their innate
start. spellcasting gives the cambion some limited magical
Swamp Camouflage. You have advantage on options.
Dexterity checks to hide in swampy terrain. Because cambions are charismatic, they can make a
Languages. You can speak, read, and write in great party leader, especially in an evil party.
Common and Bullywug.
Carrion Crawler

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 17
Disgusting insectoid creatures, carrion crawled creep Playing a Carrion Crawler
across walls and ceilings to avoid competitors and Carrion crawlers are excellent climbers, and can move
predators, and feed on dead bodies or anything weak along walls and ceilings with ease to reach otherwise
enough that the carrion crawler can easily subdue it. difficult locations. Combined with their excellent
Constitution, they make good martial characters or
Carrion Crawler Traits rogues.
Carrion crawlers share the following racial traits. Like many other creatures, being awakened has a
Creature Type. Monstrosity. great deal of influence of your character’s personality.
Ability Score Increase. +2 Constitution. Consider what effect granted your character superior
Alignment. Normally unintelligent scavengers, most intelligence, and how that effect shaped your
carrion crawlers are neutral, but may be of any character’s personality.
alignment.
Size. Your size is medium. Centaur
Speed. Your base walking speed is 30 ft. You have a
climb speed of 30 ft. An iconic mythological creature appearing in numerous
Bite. Your unarmed strikes deal 1d8 slashing damage works of fiction, Centaurs are horse people, resembling
on a hit. a horse from the neck down attached to a human body
You can use Dexterity instead of Strength for the at the waist.
attack and damage rolIs of your unarmed strikes. Your
Centaur Traits
unarmed strikes count as a weapon with the Finesse
Centaurs share the following racial traits.
property for all effects which require it, such as Sneak
Creature Type. Monstrosity
Attack.
Ability Score Increase. +2 Strength, +1 Dexterity.
Darkvision. You can see in dim light within 60 feet of
Alignment. Well-intentioned creatures, most
you as if it were bright light, and in darkness as if it
centaurs are neutral good.
were dim light. You can’t discern color in darkness, only
Size. Your size is medium.
shades of gray.
Speed. Your base walking speed is 40 ft.
Keen Smell. You have advantage on Wisdom
Charge. Once per turn, if you move at least 15 feet
(Perception) checks that rely on smell.
toward a creature and hit it with a Strength-based
Natural Armor. While unarmored, your AC is equal
melee weapon attack, the target takes an extra 1d6
to 11 + your Dexterity modifier.
damage from the attack. This damage increases to 2d6
No Hands. You are unable to wield weapons or wear
at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
shields, and cannot use items which require
Hoof. Your unarmed strikes deal 1d8 bludgeoning
manipulation, including spellcasting foci, wands, tools,
damage on a hit.
etc.
Powerful Build. You count as one size larger when
Tentacles. As an action, make a single unarmed
determining your carrying capacity and the weight you
strike against an adjacent creature. On a hit, you deal
can push, drag, or lift.
poison damage equal to your unarmed strike damage.
Languages. You can speak, read, and write in Elven
In addition, the creature must succeed on a
and Sylvan.
Constitution saving throw or be poisoned for 1 minute.
While poisoned this way, the target is restrained. The
Playing a Centaur
target can repeat the saving throw at the end of each
Centaur’s ability scores are fantastic for many martial
of its turns, ending the poison on itself on a success.
builds, and their Charge ability is fantastic for hit-and-
The DC of this saving throw is 8 + your proficiency
run tactics. Consider the Mobile feat to allow you to
bonus + your Constitution modifier.
easily take advantage of your natural mobility. Your
After you use this ability, you can't use it again until
excellent speed allows you to easily outrun many foes,
you complete a short or long rest.
so don’t feel like you need to stand still in melee and
Spider Climb. You can climb difficult surfaces,
absorb hits like many martial characters.
including upside down on ceilings, without needing to
Centaurs are natural adventurers. Their societies are
make an ability check.
nomadic, so travel is common. Centaurs who become
Languages. You can speak, read, and write in
detached from their herds often take up residence
Common.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 18
among other races, which is a perfect way to fall in Variant Chimera Traits
with a group of adventurers.
The chimera presented in the monster manual has a red
Chimera dragon head, giving it a fire breath weapon. While this is the
most iconic form of chimera, there is no reason why a chimera
Chimeras appear in various forms and interpretations couldn’t have the head of another form of dragon. If you want
in many pieces of fiction and in many historical myths. a chimera with a different dragon head and breath weapon,
However, they share the common trait of being an evil, replace the chimera’s fire breath with any breath weapon
listed for Dragonborn on page 34 of the Player’s Handbook
multi-headed creature sharing the most despicable
under “Draconic Ancestry”.
traits of each of its component parts.

Chimera Traits Playing a Chimera


Chimeras share the following racial traits. Chimeras are strong flying creatures with a breath
Creature Type. Monstrosity. weapon and good natural weapons. Their ability to
Ability Score Increase. +1 Strength, +1 Constitution. deal all three types of physical damage makes them
Alignment. Evil creatures created by a demon prince, able to overcome the damage resistances of many
most chimeras are chaotic evil. creatures. Unfortunately, they can’t use weapons or
Size. Your size is medium. shields, and since they can’t hold foci or use verbal
Speed. Your base walking speed is 30 ft. components they have trouble becoming spellcasters.
Can’t Speak. You are unable to speak, but are still Remember that since you can’t fly in medium or heavy
able to read, write, and understand any languages armor, you’ll need to rely on the chimera’s natural
which you know. You are unable to perform verbal armor.
spell components. Chimeras are normally territorial creatures who
Claws, Horns, and Teeth. Your unarmed strikes deal prefer to sit and defend an area. Consider why your
1d8 bludgeoning, piercing, or slashing damage on a hit. chimera might be disobeying its territorial instincts to
Darkvision. You can see in dim light within 60 feet of pursue a life of adventure.
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
Chuul
shades of gray. Chuul are minimally-intelligent crustaceans created to
Fire Breath. As an action, you can breathe fire in a serve as soldier-slaves to their aboleth masters.
15-foot cone. Each creature in that cone must make a
Dexterity saving throw. The DC for this saving throw Chuul Traits
equals 8 + your Constitution modifier + your Chuul share the following racial traits.
proficiency bonus. A creature takes 2d6 fire damage on Creature Type. Aberration.
a failed save and half as much damage on a successful Ability Score Increase. +1 Strength, +1 Constitution.
one. The damage increases to 3d6 at 6th level. 4d6 at Alignment. Created to serve evil masters, most chuul
11th level, and 5d6 at 16th level. are chaotic evil.
After you use this ability, you can't use it again until Size. Your size is medium.
you complete a short or long rest. Speed. Your base walking speed is 30 ft. You have a
Flight. You have a flying speed of 30 feet. To use this swim speed of 30 ft.
speed, you can’t be wearing medium or heavy armor. Amphibious. You can breathe air and water.
Natural Armor. While unarmored, your AC is equal Can’t Speak. You are unable to speak, but are still
to 14 + your Dexterity modifier. able to read, write, and understand any languages
No Hands. You are unable to wield weapons or wear which you know. You are unable to perform verbal
shields, and cannot use items which require spell components.
manipulation, including spellcasting foci, wands, tools, Darkvision. You can see in dim light within 60 feet of
etc. you as if it were bright light, and in darkness as if it
Languages. You can understand, read, and write in were dim light. You can’t discern color in darkness, only
Draconic. shades of gray.
Natural Armor. While unarmored, your AC is equal
to 14 + your Dexterity modifier.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 19
No Hands. You are unable to wield weapons or wear Damage Transfer. While you are grappling a
shields, and cannot use items which require creature, you take only half the damage dealt to you,
manipulation, including spellcasting foci, wands, tools, and the creature which you are grappling takes the
etc. other half.
Pincer. Your unarmed strikes deal 1d8 bludgeoning Darkvision. You can see in dim light within 60 feet of
damage on a hit. When you take the Attack action and you as if it were bright light, and in darkness as if it
make an unarmed strike, you can use a bonus action to were dim light. You can’t discern color in darkness, only
initiate a grapple with the target of your successful shades of gray.
unarmed strike. You may grapple even though you False Appearance. While motionless, you appear
have no hands. indistinguishable from a dark leather cloak. You must
Poison Immunity. You are immune to poison spend one minute motionless before this ability takes
damage, and immune to the poisoned condition. effect. You must maintain concentration during that
Languages. You can understand, read, and write in time, as if you were casting a spell.
Deep Speech. Flight. You have a flying speed of 30 feet. To use this
speed, you can’t be wearing medium or heavy armor.
Playing a Chuul Natural Armor. While unarmored, your AC is equal
Chuul are durable grapplers who excel in melee to 13 + your Dexterity modifier.
combat and little else. Their lack of hands makes them Languages. You can speak, read, and write in Deep
unable to real weapons or magic foci, and their Speech and Undercommon.
inability to speak makes them unable perform verbal
components or communicate with their allies easily. Playing a Cloaker
Chuul normally spend eternity fulfilling the last order Cloakers are stealthy grapplers. Move into combat
they received, often leading them to stand and guard a carefully, and choose your target wisely. To improve
location for eons before being disturbed. Consider why your grappling abilities, consider classes like Barbarian,
such a creature might potentially deviate from their Fighter, and Monk.
orders to go adventuring.
Cockatrice
Cloaker A hideous bird resembling a giant, rotting chicken, the
Horrifying ambush predators native to the underdark, cockatrice is known for its ability to petrify creatures
cloakers are famous for resembling leather cloaks with its bite.
while they lay motionless.
Cockatrice Traits
Cloaker Traits Cockatrices share the following racial traits.
Cloakers share the following racial traits. Creature Type. Monstrosity.
Creature Type. Aberration. Ability Score Increase. +2 Dexterity.
Ability Score Increase. +1 Dexterity. Alignment. Normally unintelligent animals, most
Alignment. Sentient creatures who hunt other cockatrices are neutral.
sentient creatures for food, most cloakers are chaotic Size. Your size is small.
evil. Speed. Your base walking speed is 20 ft.
Size. Your size is medium. Bite. Your unarmed strikes deal 1d4 slashing damage
Speed. Your base walking speed is 10 ft. on a hit.
Bite. Your unarmed strikes deal 1d8 slashing damage You can use Dexterity instead of Strength for the
on a hit. When you take the Attack action and make an attack and damage rolIs of your unarmed strikes. Your
unarmed strike, you can use a bonus action to initiate a unarmed strikes count as a weapon with the Finesse
grapple with the target of your successful unarmed property for all effects which require it, such as Sneak
strike. You may grapple even though you have no Attack.
hands. Darkvision. You can see in dim light within 60 feet of
Cloak Body. You are unable to wear armor or use you as if it were bright light, and in darkness as if it
shields. You have no arms or hands, and are unable to were dim light. You can’t discern color in darkness, only
use items or perform other tasks requiring hands. shades of gray.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 20
Flight. You have a flying speed of 40 feet. To use this intelligence, and how that effect shaped your
speed, you can’t be wearing medium or heavy armor. character’s personality.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require Couatl
manipulation, including spellcasting foci, wands, tools, Beautiful serpentine celestials who live to serve a
etc. divine purpose.
Petrifying Bite. After striking a foe with your
unarmed strike, you may spend a bonus action to Couatl Traits
attempt to paralyze the target creature. Creatures Couatls share the following racial traits.
whose bodies are not made of flesh, such as Creature Type. Celestial.
constructs, are immune to this effect, as are creatures Ability Score Increase. +1 Wisdom.
immune to paralysis. The target creature must make a Alignment. Servants of a long-forgotten benevolent
Constitution saving throw. The DC for this saving throw deity, most couatls are lawful good.
is 8 + your Constitution modifier + your proficiency Size. Your size is medium.
bonus. Speed. Your base walking speed is 30 ft.
On a failed save, the creature begins to turn to Bite. Your unarmed strikes deal 1d6 slashing damage
stone. They are treated as having 1 level of fatigue. The on a hit.
creature must repeat this saving throw at the end of When you take the Attack action and make an
each of its turns. On a failed saving throw, the creature unarmed strike, you can use a bonus action to initiate a
is treated as gaining an additional level of fatigue. If the grapple with the target of your successful unarmed
creature fails 6 saving throws, it is petrified until freed strike. You may grapple even though you have no
by greater restoration or similar magic. On a successful hands.
saving throw, the creature resists the effect, and is Darkvision. You can see in dim light within 60 feet of
treated as having one less level of fatigue. The creature you as if it were bright light, and in darkness as if it
is treated as having one less level of fatigue each round were dim light. You can’t discern color in darkness, only
until they are treated as having 0 levels of exhaustion. shades of gray.
Creatures immune to fatigue are not immune to this Divine Mandate. You are always treated as holding a
effect, and any actual levels of exhaustion do not stack spellcasting focus for the purposes of casting Cleric and
with this effect. Paladin spells, and for using Cleric and Paladin abilities.
This effect lasts up to one minute. You must You must select a Cleric Domain at 1st level which
maintain concentration during that time, as if you were relates to your divine mandate. If you take levels in
casting a spell. If you lose concentration, the creature is Cleric, you must select this domain as your Cleric
treated as having no levels of exhaustion from this Domain. You do not need to worship a deity to gain
effect and immediately returns to normal. If the Cleric abilities, and may instead draw divine power
creature becomes petrified by this effect, the effects from the ancient divine being which created the
are permanent and you no longer need to concentrate. couatls.
After you use this ability, you can't use it again until Divine Resistance. You have resistance to radiant
you complete a short or long rest. damage.
Languages. You can speak, read, and write in Flight. You have a flying speed of 30 feet. To use this
Common. speed, you can’t be wearing medium or heavy armor.
Natural Armor. While unarmored, your AC is equal
Playing a Cockatrice to 13 + your Dexterity modifier.
The cockatrice is a nimble flyer, but its options in No Hands. You are unable to wield weapons or wear
combat are limited. The cockatrice’s bite damage is shields, and cannot use items which require
small, and it can’t use weapons, so you need to look for manipulation, including spellcasting foci, wands, tools,
other sources of damage like Sneak Attack. Cockatrices etc.
also can’t use foci, which can make it difficult for them Serpentine Body. You have no arms or hands. You
to play spellcasters. are unable to wield weapons or wear shields, and
Like many other creatures, being awakened has a cannot use items which require manipulation, including
great deal of influence of your character’s personality. spellcasting foci, wands, tools, etc. You are unable to
Consider what effect granted your character superior wear armor.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 21
Telepathy. You can communicate telepathically with Languages. You can understand, read, and write in
any creature that knows a language within 30 ft. Common.
Languages. You can speak, read, and write in
Common and Celestial. Playing a Crawling Claw
Crawling claws are small and nimble, making them
Playing a Couatl excellent rogues.
Couatls make excellent Clerics. The ability to fly and Since crawling claws can be created from the
cast spells without a spellcasting focus allow them to severed hands of living murderers, decide if the rest of
remain out of harm’s way while safely supporting your body is still alive or not, and who the person was
allies. Their lack of armor can make them vulnerable in from whom you were created.
melee, but a sufficiently strong couatl can make an
excellent grappler. Cyclops
Couatls make great adventurers due to their divine Enormous one-eyed giants with simple minds and little
mandate. Couatls are bound to their mandate until it is knowledge of the world.
completed, offering an excellent means for the DM to
motivate your character. Cyclops Traits
Cyclopes share the following racial traits.
Crawling Claw Creature Type. Giant
The severed hand of a murderer animated by vile Ability Score Increase. +2 Strength, +2 Constitution.
necromantic magic. Alignment. Barbaric, uncivilized creatures, most
cyclopes are chaotic neutral.
Crawling Claw Traits Size. Your size is medium.
Crawling claws share the following racial traits. Speed. Your base walking speed is 30 ft.
Creature Type. Undead. You don’t require air, food, Poor Depth Perception. You have disadvantage on
drink, or sleep. Instead, you enter a restful state, any attack roll against a target more than 30 feet away.
remaining semiconscious, for 4 hours a day. While Natural Armor. While unarmored, your AC is equal
resting, you can dream after a fashion; such dreams are to 14 + your Dexterity modifier.
reflexive mental exercises inherent to your Powerful Build. You count as one size larger when
consciousness. After resting in this way, you gain the determining your carrying capacity and the weight you
same benefit that a human does from 8 hours of sleep. can push, drag, or lift.
Ability Score Increase. +2 Dexterity. Languages. You can speak, read, and write in
Alignment. The undead hands of murderers, most Common and Giant.
crawling claws are evil.
Size. Your size is tiny. Playing a Cyclops
Speed. Your base walking speed is 25 ft. You have a Cyclopes are big, dumb brutes. Their ability increases
climb speed of 20 ft. and natural armor make them fantastic barbarians and
Blind Senses. You have no eyes, and are blind (and fighters, but their poor depth perception makes them
therefore immune to the Blinded condition). You have very bad at ranged combat. If you plan to play a
blindsight 30 ft. spellcaster, avoid spells with long-range attack rolls at
Claw. Your unarmed strikes deal 1d6 bludgeoning or ranges greater than 30 ft.
slashing damage on a hit. Cyclopes are generally unsophisticated, simplistic,
No Spare Hands. Because your only hand is your and easily fooled by even simple magic. This may make
entire body, you are unable to use hands and move at them a liability to the party, or it might provide an
the same time, and you lack the capability to weild a excellent source of comic relief. If you plan to play to
weapon like a creature with an arm to swing. you are this trait, be sure not to overplay it and annoy your
unable to wield weapons or wear shields. In any turn in party members. Remember: Dungeons and Dragons is
which you walk, climb, or swim, you cannot use items a shared story, not a one-man show.
which require manipulation, including spellcasting foci,
wands, tools, etc. Darkmantle
Poison Immunity. You are immune to poison
damage, and immune to the poisoned condition.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 22
Disgusting creatures resembling flying octopi, Becoming a Death Knight
darkmantles cling to cavern ceilings and ambush Any living, humanoid Oathbreaker Paladin of evil
passing prey. alignment and of at least 5th level can become a death
knight. When the character dies, it rises from the dead
Darkmantle Traits at midnight as a death knight.
Darkmantles share the following racial traits. Upon gaining the Death Knight template, the
Creature Type. Monstrosity character immediately gains the traits listed for level 0
Ability Score Increase. +1 Strength. under Death Knight Traits, below. In addition, the
Alignment. Normally unintelligent creature, most character's growth and training are affected. The next
darkmantles are neutral. time the character gains enough experience to gain a
Size. Your size is small. level, instead of selecting a class in which to take a new
Speed. Your base walking speed is 30 ft. level the character immediately gains a level of the
Blindsight. You have blindsight 30 ft. Death Knight template. All levels of the template must
Crush. Your unarmed strikes deal 1d6 bludgeoning be taken before the character can resume taking levels
damage on a hit. in a class.
When you take the Attack action and make an Once a creature becomes a Death Knight, it cannot
unarmed strike, you can use a bonus action to initiate a be raised from the dead until it finds atonement (see
grapple with the target of your successful unarmed below). However, if it is killed it returns to undeath 24
strike. hours later (see Immortal Until Redeemed, below).
Echolocation. You can’t use your blindsight while
deafened. Atonement
False Appearance. While motionless, you appear If the Death Knight ever atones and finds redemption
indistinguishable from a stalactite or stalagmite. You for its sins, both those committed before and after its
must spend one minute motionless before this ability death, the Death Knight is instantly destroyed.
takes effect. You must maintain concentration during After this, the creature’s spirit is released to
that time, as if you were casting a spell. whatever afterlife awaits it. In addition, it can be raised
Flight. You have a flying speed of 30 feet. To use this from the dead as normal, though it is treated as having
speed, you can’t be wearing medium or heavy armor. died at the time of the creature’s original death, often
No Hands. You are unable to wield weapons or wear putting the creature out of reach of all but the most
shields, and cannot use items which require powerful magic.
manipulation, including spellcasting foci, wands, tools,
etc. Death Knight Traits
Languages. You can speak, read, and write in All death knights have the following traits, adding these
Common. traits to their existing racial traits upon gaining the
Death Knight template.
Playing a Darkmantle
Darkmantles are flying grapplers, and typically attack Hit Points
by ambushing their prey. Waiting in a cave for long Hit Dice. 1d10 per death knight level
periods of time doesn’t really work for adventurers, Hit Points at Higher Levels. 1d10 (or 6) + your
but don’t let that discourage you. Despite their small Constitution modifier per death knight level
size, darkmantles are still good in grapples. Consider Traits
classes like Monk and Fighter to improve your Death knights gain the following traits at each level, as
grappling capabilities. indicated on the table below.
Level Features
Death Knight [Template: Acquired] 0 Ability Adjustment, Creature Type, Alignment,
Undead Nature, Spellcasting
Paladins who fall from grace and die without atoning,
1 Darkvision, Immortal Until Redeemed, Poison
they are resurrected as a Death Knight, trapped in an Immunity
undead purgatory until they atone for their sins. 2 Hellfire Orb
Ability Adjustment. The weight of your sins and the
crushing weight of your undeath is psychologically
draining. Your Wisdom is permanently reduced by 2.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 23
This reduction may not be removed by any means, but The disembodied head of a lich whose mind was
is removed automatically if the Death Knight achieves drifted into near non-existence.
atonement.
Creature Type. You replace your current creature Demilich Traits
type with Undead, but retain any subtypes. Demiliches share the following racial traits.
You don’t require air, food, drink, or sleep. Instead, Creature Type. Undead. You don’t require air, food,
you enter a restful state, remaining semiconscious, for drink, or sleep. Instead, you enter a restful state,
4 hours a day. While resting, you can dream after a remaining semiconscious, for 4 hours a day. While
fashion; such dreams are reflexive mental exercises resting, you can dream after a fashion; such dreams are
inherent to your consciousness. After resting in this reflexive mental exercises inherent to your
way, you gain the same benefit that a human does consciousness. After resting in this way, you gain the
from 8 hours of sleep. same benefit that a human does from 8 hours of sleep.
Alignment. Trapped in undead purgatory by their Ability Score Increase. +1 Intelligence, Wisdom, or
evil deeds in life, all death knights are evil. Charisma.
Undead Nature. You have immunity to the Alignment. The remains of the most evil spellcasters
exhausted condition. in the multiverse, most demiliches are neutral evil.
Darkvision. You can see in dim light within 60 feet of Size. Your size is small.
you as if it were bright light, and in darkness as if it Speed. Your base walking speed is 0 ft.
were dim light. You can’t discern color in darkness, only Flight. You have a flying speed of 30 feet, and can
shades of gray. hover.
Immortal Until Redeemed. A death knight can arise Howl. Once you reach 5th level, you can cast the fear
anew even after it has been destroyed. If the death spell once per day. Charisma is your spellcasting ability
knight dies, it returns to life at midnight, no less than for this spell.
24 hours after its destruction at the place where it Lich’s Resistance. You are resistant to necrotic and
originally rose as a death knight. psychic damage.
Any items which the death knight carried remain Magic Skull. You are immune to the paralyzed,
where they were when the death knight was petrified, and prone conditions. You are always treated
destroyed, but may be retrieved normally. as holding a spellcasting focus. You are unable to wear
Poison Immunity. You are immune to poison armor. You have no hands. You are unable to wield
damage, and immune to the poisoned condition. weapons or wear shields, and cannot use items which
Spellcasting. Upon gaining each level in the Death require manipulation, including spellcasting foci,
Knight template, you are treated as one Paladin level wands, tools, etc. You may cast spells as though you
higher for the purposes of Spellcasting, including spell were using a spellcasting focus.
slots and the level of spells which you can prepare with Enduring Existence. Your spirit is bound to a
that class. phylactery. If the phylactery is destroyed, you are also
Hellfire Orb. As an action, you may hurl a magical destroyed. If your body is destroyed, your body
ball of hellfire, which explodes on impact at a point you reforms adjacent to your phylactery 1d10 days later.
can see within 120 feet. Each creature within a 20-foot Upon reforming, you lack the presence of mind to
radius centered on that point must make a reflex remain near your phylactery or to recall your own
saving throw. The sphere spreads around corners. A actions. You wander aimlessly, including across planes
creature takes 1d6 damage per each of your total of existence, until you arrive near where you were
levels on a failed save, or half as much on a successful destroyed. You have no knowledge of your wanderings,
one. The DC for this saving throw is 8 + your proficiency or of the location of your phylactery.
bonus + your Charisma modifier. Half of which is fire If you locate your phylactery and feed at least one
damage (rounded up) and half of which is necrotic soul into it, you cease to be a demilich and become a
damage (rounded down). lich instead.
After you use this ability, you can't use it again until Poison Immunity. You are immune to poison
you complete a long rest. damage, and immune to the poisoned condition.
Languages. You can speak, read, and write in
Demilich Common.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 24
Playing a Demilich Languages. You can speak, read, and write in
Flight with hover and a flexible ability increase make Common and Abyssal.
the demilich an extremely powerful spellcaster of any Barlgura
kind. The demiliches resistances and immunities make Ability Score Increase. +2 Strength, +1 Constitution.
it able to withstand several troublesome effects. Size. Your size is medium.
However, your lack of hands or limbs makes it difficult Speed. Your base walking speed is 30 ft. You have a
to carry equipment or use magic items. climb speed of 30 ft.
Demiliches normally don’t depart the place where Bite and Fists. Your unarmed strikes deal 1d8
they first fell. Consider what suddenly motivated your slashing or bludgeoning damage on a hit.
character stir from near-endless peace to a life of Natural Armor. While unarmored, your AC is equal
adventure. Also consider who your character was as a to 13 + your Dexterity modifier.
lich, and who they were before becoming a lich. Languages. You can speak, read, and write in
Also consider the existence of your character’s Common and Abyssal.
phylactery. The ability to reform after 1d10 days is
exceptionally powerful, so be sure to discuss the issue Chasme
of the phylactery with your DM before deciding to play Ability Score Increase. +1 Dexterity.
a demilich. If you feed a soul into your phylactery, you Size. Your size is medium.
become a full lich. Replace your demilich race with Speed. Your base walking speed is 25 ft.
stats for your original race, and apply the lich template. Drone. Once you reach 3rd level, you can cast the
sleep spell once per day. Every 4 levels, you may cast
Demons sleep as a spell slot 1 level higher (2nd-level at 5th level,
3rd level at 9th level, 4th level at 13th level, and 5th level
The vile denizens of the Abyss.
at 17th level). Constitution is your spellcasting ability for
this spell.
Demon Traits
Flight. You have a flying speed of 30 feet. To use this
Demons share the following racial traits.
speed, you can’t be wearing medium or heavy armor.
Creature Type. Fiend (demon)
Natural Armor. While unarmored, your AC is equal
Alignment. Embodiments of chaos and evil, most
to 13 + your Dexterity modifier.
demons are chaotic evil.
Proboscis. Your unarmed strikes deal 1d4 piercing
Darkvision. You can see in dim light within 60 feet of
and 1d4 necrotic damage on a hit.
you as if it were bright light, and in darkness as if it
Spider Climb. You can climb difficult surfaces,
were dim light. You can’t discern color in darkness, only
including upside down on ceilings, without needing to
shades of gray.
make an ability check.
Subrace. Choose one of these subraces. You gain the
Languages. You can speak, read, and write in
traits listed under your chosen subrace in addition to
Common and Abyssal.
those listed above.
Dretch
Balor
Ability Score Increase. +1 Constitution, +1 any other.
Ability Score Increase. +1 Strength, +1 Charisma.
Size. Your size is small.
Size. Your size is medium.
Speed. Your base walking speed is 25 ft.
Speed. Your base walking speed is 30 ft.
Bite. Your unarmed strikes deal 1d6 slashing damage
Flaming Aura. As an action, you create an aura if
on a hit.
abyssal flames. Each creature within 5 ft. of you must
Fetid Cloud. Once per day, as an action you can
succeed on a Dexterity saving throw or take 1d6 fire
create a 10-foot radius of disgusting green gas
damage. The DC for this saving throw is 8 + your
extending out from you. The gas spreads around
proficiency bonus + your Charisma modifier. The
corners, and its area is lightly obscured. It lasts for 1
damage increases by 1d6 when you reach 5th level
minute or until a strong wind disperses it. You must
(2d6), 11th level (3d6), and 17th level (4d6).
maintain concentration during this time, as if you were
Flight. You have a flying speed of 30 feet. To use this
casting a spell.
speed, you can’t be wearing medium or heavy armor.
Any creature that starts its turn in that area must
Infernal Resistance. You have resistance to fire
succeed on a Constitution saving throw or be poisoned
damage.
until the start of its next turn. The DC for this saving

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 25
throw equals 8 + your Constitution modifier + your Bite and Claw. Your unarmed strikes deal 1d8
proficiency bonus. While poisoned in this way, the piercing or slashing damage on a hit.
target can take either an action or a bonus action on its Natural Armor. While unarmored, your AC is equal
turn, not both, and can't take reactions. to 12 + your Dexterity modifier.
Natural Armor. While unarmored, your AC is equal Stench. As a bonus action you can exude a horrifying
to 11+ your Dexterity modifier. stench for up to one minute. Any creature which starts
Poison Immunity. You are immune to poison its turn within 5 ft. of you must succeed on a
damage, and immune to the poisoned condition. Constitution saving throw or be poisoned until the start
Languages. You can speak, read, and write in of its next turn. The DC for this saving throw is 8 + your
Common and Abyssal. proficiency bonus + your Constitution modifier.
You must maintain concentration during that time,
Glabrezu
as if you were casting a spell. If you lose concentration,
Ability Score Increase. +1 Strength, +1 Intelligence.
affected creatures are no longer poisoned by this
Size. Your size is medium.
ability.
Speed. Your base walking speed is 30 ft.
After you use this ability, you can't use it again until
Natural Armor. While unarmored, your AC is equal
you complete a short or long rest.
to 13+ your Dexterity modifier.
Languages. You can speak, read, and write in
Pincer. Your unarmed strikes deal 1d8 bludgeoning
Common and Abyssal.
damage on a hit. When you take the Attack action and
make an unarmed strike, you can use a bonus action to Manes
initiate a grapple with the target of your successful Ability Score Increase. +2 Constitution.
unarmed strike. Size. Your size is small.
Sense Magic. Once you reach 3rd level, you can cast Speed. Your base walking speed is 25 ft.
the detect magic as a ritual. Can’t Speak. You are unable to speak, but are still
Languages. You can speak, read, and write in able to read, write, and understand any languages
Common and Abyssal. which you know. You are unable to perform verbal
spell components.
Goristro
Claw. Your unarmed strikes deal 1d8 piercing or
Ability Score Increase. +2 Strength.
slashing damage on a hit.
Size. Your size is medium.
Demonic Resistance. You have resistance to cold,
Speed. Your base walking speed is 30 ft.
electric, and fire damage.
Charge. Once per turn, if you move at least 15 feet
Languages. You can understand, read, and write in
toward a creature and hit it with a Strength-based
Abyssal.
melee weapon attack, the target takes an extra 1d6
damage from the attack. This damage increases to 2d6 Marilith
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Ability Score Increase. +1 to any two.
Horns. Your unarmed strikes deal 1d6 piercing Size. Your size is medium.
damage on a hit, or 1d10 damage on a hit when you Speed. Your base walking speed is 30 ft.
use your Charge ability. Inhuman Reflexes. Your AC increases by +1.
Labyrinthine Recall. You can perfectly recall any Natural Armor. While unarmored, your AC is equal
path you have traveled. to 12 + your Dexterity modifier.
Natural Armor. While unarmored, your AC is equal Six Arms. You have six arms, and may hold and use
to 13 + your Dexterity modifier. items in each of your hands.
Siege Monster. You deal double damage to objects If you have Extra Attacks, when you take the Attack
and structures. action you may make each of your attacks using any
Languages. You can speak, read, and write in weapon you are holding.
Common and Abyssal. When you take the Attack action and attack with a
weapon which qualifies for use with two-weapon
Hezrou
fighting, you can use a bonus action to attack with a
Ability Score Increase. +1 Strength, +1 Constitution.
different qualifying weapon. You don’t add your ability
Size. Your size is medium.
modifier to the damage of the bonus attack unless the
Speed. Your base walking speed is 30 ft.
modifier is negative or you have an ability which allows

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 26
you to add your ability modifier to the bonus attack 1 minute. The DC of this saving throw is 8 + your
granted by two-weapon fighting. If you choose to make proficiency bonus + your Charisma modifier. The target
this additional attack, you may not benefit from using a can repeat the saving throw at the end of each of its
shield until the beginning of your next turn. turns, ending the effect on itself on a success.
If you use a weapon with the Heavy property or use After you use this ability, you can't use it again until
a Versatile weapon two-handed you may not benefit you complete a long rest.
from using a shield until the beginning of your next Shapechanger. As an action, you can magically take
turn, but you may switch between multiple Heavy or the form of a small creature. You may take the form of
Versatile weapons with each attack. a bat, a centipede, or a toad. Any equipment you are
Languages. You can speak, read, and write in holding or wearing is not transformed. You retain all of
Common and Abyssal. your own statistics, and the effect ends if you take
damage.
Nalfeshnee
To discern that you are disguised, a creature can use
Ability Score Increase. +1 Strength.
its action to inspect your appearance and must succeed
Size. Your size is medium.
on an Intelligence (Investigation) check. The DC of this
Speed. Your base walking speed is 20 ft.
check is 8 + your proficiency bonus + your Charisma
Bite and Claw. Your unarmed strikes deal 1d8
modifier.
piercing or slashing damage on a hit.
After you use this ability, you can't use it again until
Flight. You have a flying speed of 30 feet. To use this
you complete a long rest.
speed, you can’t be wearing medium or heavy armor.
Hidden Step. As a bonus action, you can magically
Horror Nimbus. As an action, you can emit a
turn invisible until the start of your next turn or until
scintillating, multicolored light that instill fear in nearby
you attack, make a damage roll, or force someone to
creatures. Each creature within 10 feet of you that can
make a saving throw.
see the light must succeed on a Wisdom saving throw
After you use this ability, you can't use it again until
or be frightened for 1 minute. The DC for this saving
you complete a short or long rest.
throw is 8 + your proficiency bonus + your Charisma
Languages. You can speak, read, and write in
bonus. A creature can repeat the saving throw at the
Common and Abyssal.
end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the Shadow Demon
effect ends for it, the creature is immune to your Ability Score Increase. +1 Dexterity.
Horror Nimbus for the next 24 hours. Size. Your size is medium.
You must maintain concentration during that time, Speed. Your base walking speed is 30 ft.
as if you were casting a spell. If you lose concentration, Claw. Your unarmed strikes deal 1d6 psychic damage
affected creatures are no longer frightened by this on a hit.
ability. Flight. You have a flying speed of 30 feet. To use this
After you use this ability, you can't use it again until speed, you can’t be wearing medium or heavy armor.
you complete a short or long rest. Shadow Stealth. While in dim light or darkness, you
Natural Armor. While unarmored, your AC is equal can take the Hide action as a bonus action.
to 13+ your Dexterity modifier. Stealthy. You have proficiency in the Stealth skill.
Languages. You can speak, read, and write in Sunlight Sensitivity. You have disadvantage on
Common and Abyssal. attack rolls and on Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or
Quasit
whatever you are trying to perceive is in direct
Creature Type. Fiend (demon, shapechanger)
sunlight. You have disadvantage on attack rolls and on
Ability Score Increase. +2 Dexterity.
Wisdom (Perception) checks that rely on sight when
Size. Your size is tiny.
you, the target of your attack, at whatever you are
Speed. Your base walking speed is 30 ft.
trying to perceive is in direct sunlight.
Claw. Your unarmed strikes deal 1d6 slashing
Languages. You can speak, read, and write in
damage on a hit.
Common and Abyssal.
Scare. As an action, you can instill fear in a creature.
One creature of your choice within 20 feet must Vrock
succeed on a Wisdom saving throw or be frightened for Ability Score Increase. +1 Constitution.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 27
Size. Your size is medium. caused by webbing. You have no hands and are unable
Speed. Your base walking speed is 30 ft. to wield weapons or use some items. Your AC is equal
Beak and Talons. Your unarmed strikes deal 1d4 to 13 + your Dexterity modifier. Your unarmed strikes
piercing or slashing damage on a hit. deal 1d4 bludgeoning damage and 1d4 poison damage
Flight. You have a flying speed of 30 feet. To use this on a hit.
speed, you can’t be wearing medium or heavy armor. Languages. You can speak, read, and write in
Spores. As an action, you can shake poisonous Abyssal, Elven, and Undercommon.
spores from your wings to infect creatures within 15
feet. The spores spread around corners. Each creature Playing a Demon
in that area must succeed on a Constitution saving Demons are all unique, and each demon excels in a
throw or become poisoned. The DC of this saving variety of roles. Despite these differences, demons are
throw is 8 + your proficiency bonus + your Constitution all inherently evil, and as such are well suited to evil
modifier. campaigns.
A target can repeat the saving throw at the end of
Balor
each of its turns, ending the effect on itself on a
Balors make good fighters, paladins, and sorcerers due
success. Emptying a vial of holy water on the target
to their ability increases. Their ability to fly grants
also ends the effect on it.
balors excellent mobility, and allows spellcasters to
After you use this ability, you can't use it again until
remain out of harm’s way without needing
you complete a short or long rest.
Concentrate on spells like fly.
Languages. You can speak, read, and write in
Balors’ ability scores make them excellent front-line
Common and Abyssal.
leaders, and their role in the abyss makes them a good
Yochlol focal-point around which to build an evil party.
Creature Type. Fiend (demon, shapechanger)
Barlgura
Ability Score Increase. +2 Constitution.
Barlgura are strong and brutish, so they make excellent
Size. Your size is medium.
Barbarians, Fighters, and Monks. Because of their
Speed. Your base walking speed is 30 ft.
natural weapons and natural armor, they are able to
Shapechanger. As an action, you can magically take
fight effectively without relying on weapons or armor.
the form of a servant of Lolth. You may take your
Their climb speed allows them to traverse many
normal ooze form, the form of a female drow, or the
obstacles easily, granting them mobility not available
form of a spider. Any equipment you are holding or
to many races.
wearing is not transformed. You retain all of your own
Barlgura are pack predators, so forming a party of
statistics, except as noted below.
like-minded creatures is a natural instinct.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed Chasme
on an Intelligence (Investigation) check. The DC of this Chasme’s dexterity and mobility make them excellent
check is 8 + your proficiency bonus + your Charisma Monks, Rangers, and Rogues, but their lack of hands
modifier. makes them unable to utilize ranged weapons.
When in your normal form, you are a yellow ooze. Consider feats like mobile to take advantage of your
You have a 30 ft. climb speed. You ignore movement natural mobility while quickly moving in and out of
restrictions caused by webbing. You are unable to wear reach.
armor or use shields, and you have no hands and are Chasme function similarly to bounty hunters in the
unable to wield weapons or use some items. Your AC is abyss. While this likely makes them naturally solitary, it
equal to 13 + your Dexterity modifier. Your unarmed shouldn’t preclude them from being an asset to an evil
strikes deal 1d4 bludgeoning damage and 1d4 poison party.
damage on a hit.
Dretch
When in the form a female drow, you are able to
Among the weakest of demons, dretches aren’t really
wear armor and use shields and items just as if you
built for one specific set of tasks. Ironically, being
were a normal drow.
terrible at everything means that they’re equally good
When in the form of spider, you have a 30 ft. climb at almost anything. Their flexible ability increase makes
speed, but may only climb while wearing light armor or
while unarmored. You ignore movement restrictions

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 28
the dretch adaptable to nearly any class, and their ability to hold and wield multiple items allows it to
other traits offer options welcome on any character. easily adapt to numerous situations. While the marilith
Dretches are self-loathing creatures who spend most does fine as a spellcaster, its AC bonus and additional
of their time roaming the abyss and complaining about hands allow it to shine in melee combat.
how terrible they are. This might make for an amusing
Nalfeshnee
personality, but be sure not to frustrate your fellow
Nalfeshnee are strong brutes with a powerful crowd
players by constantly complaining. This sense of self-
control ability. Horror Nimbus allows you to frighten
deprecation also makes dretches great followers in a
foes, imposing disadvantage on their attacks. This
party with a strong, central personality like a balor or
makes it easy for the nalfeshenee to excel in melee
cambion.
combat even if its AC is low. The nalfeshnee’s strength
Glabrezu makes it a good Barbarian, Cleric, or Fighter.
Glabrezu are intelligent and strong, which makes them
Quasit
an ideal choice for an eldritch knight or a wizard
Quasits are small and stealthy, making them excellent
pursuing the bladesinging tradition. The glabrezu’s
rangers and rogues. The quasits magical abilities grant
natural armor works fine in place of real armor, and its
it some unique options which most characters can’t
pincer attack makes the glabrezu fearsome in melee
achieve without magic.
combat without a weapon.
Quasits frequently serve spellcasters as familiars and
Glabrezu are prone to evil plots and deceit, but
greater demons as messengers, so they have good
aren’t terribly charismatic. This makes them a great
reason to be among mortal adventurers. Your
brain-trust for the party’s more charismatic characters.
character might be bound to another character in
Goristro some fashion, or they might have some great demonic
Goristro are strong, but that’s about it. They make purpose which motivates their adventures.
excellent barbarians and fighters, and excel at charging
Shadow Demon
into combat to quickly kill foes.
The shadow demon is a natural rogue. They excel in
Goristro are beasts of little intellect, but make
darkness, and their ability to deal psychic damage with
excellent warriors. As such, they make a great addition
their claws allows them to easily damage creatures
to an evil party with leaders who are smart enough to
which are resistant to normal weapon damage types.
make use of the goristro’s strengths.
Shadow demons are the essence of demons which
Hezrou died and were unable to return to the abyss. Consider
Hezrou are foot soldiers: strong, and durable. As such, what sort of demon your character was before their
they make good barbarians and fighters. Their Stench destruction. Use this decision to shape your characters
ability provides a useful advantage in melee combat, personality.
but be careful not to poison your allies.
Vrock
Manes The Vrock is a durable flyer, allowing it to get into
Manes are durable, but that’s about it. Their good melee combat and survive well. However, it lacks
Constitution and their resistances and immunities natural armor and its unarmed strikes are weak, so be
allow them to shrug off many types of damage and a sure to pick up armor and weapons. The vrock’s Spores
couple of problematic conditions. This makes them ability allows you to hinder nearby foes, granting you a
ideal for springing traps, drawing fire, and otherwise significant advantage in melee combat.
drawing unwanted attention away from the rest of the Vrocks are petty, greedy creatures attracted to shiny
party. baubles like cheap jewelry. While one might think that
The manes lacks the ability to speak, which can make this makes them easy to motivate, the vrock is more
it troublesome to include in a party. You will be almost likely to kill anyone with the capacity to give the vrock
completely unable to use social skills like Persuasion, something that it wants. Any party including a vrock
so you will need to find ways to depend on others for should consider some means of keeping the vrock in
those capabilities. line so it doesn’t murder the rest of the party to take
their belongings.
Marilith
The marilith is flexible and versatile. With flexible
ability increases it can fill numerous roles, and its

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 29
Yochlol Natural Armor. While unarmored, your AC is equal
The yochlol is a complex race with the ability to change to 12 + your Dexterity modifier.
forms. As an ooze, it can fit into small spaces and move Languages. You can speak, read, and write in
around easily, but can’t use weapons, wear armor, or Common and Infernal.
use many items which you typically wear or hold. As a
Bearded Devil (Barbazu)
spider, you can wear light armor and some items
Ability Score Increase. +2 Strength, +1 Constitution.
without losing your climb speed, but lose the ability to
Size. Your size is medium.
speak. As a drow, you behave more like a normal
Speed. Your base walking speed is 30 ft.
humanoid, but lose your climb speed and your
Beard. Your unarmed strikes deal 1d4 piercing
unarmed strike damage.
damage on a hit.
The yochlol exists to serve Lolth. As such, it fits well
Poison Resilience. You have advantage on saving
into a party of drow or some other Underdark
throws against poison, and you have resistance against
creatures.
poison damage.
Devils Natural Armor. While unarmored, your AC is equal
to 11 + your Dexterity modifier.
Evil creatures native to the nine hells, devils seek to Steadfast. You can't be frightened while you can see
entrap the souls of wayward mortals. an allied creature within 30 feet of you.
Languages. You can speak, read, and write in
Devil Traits Common and Infernal.
Devils share the following racial traits.
Creature Type. Fiend Bone Devil (Osyluth)
Alignment. Embodiments of tyranny, most demons Ability Score Increase. +1 Constitution.
are lawful evil. Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Speed. Your base walking speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of Flight. You have a flying speed of 30 feet. To use this
you as if it were bright light, and in darkness as if it speed, you can’t be wearing medium or heavy armor.
were dim light. You can’t discern color in darkness, only Natural Armor. While unarmored, your AC is equal
shades of gray. to 13 + your Dexterity modifier.
Devil’s Sight. Magical darkness doesn't impede your Sting. Your unarmed strikes deal 1d4 piercing
Darkvision. damage on a hit.
Devil’s Soul. If you are killed outside of Hell, you are Languages. You can speak, read, and write in
instead returned to hell. If you are killed in Hell, your Common and Infernal.
spirit is permanently destroyed. You cannot be raised Chain Devil (Kyton)
from dead, except by very powerful effects like a wish Ability Score Increase. +1 Strength, +1 Constitution.
spell or divine intervention. Size. Your size is medium.
Subrace. Choose one of these subraces. You gain the Speed. Your base walking speed is 30 ft.
traits listed under your chosen subrace in addition to Devil’s Chains. When you hold a normal chain, it
those listed above. sprouts spikes and hooks along its length. Upon losing
Barbed Devil (Hamatula) your grip on the chain, these growths immediately
Ability Score Increase. +1 any. vanish. You can use chains as a weapon, and are always
Size. Your size is medium. proficient with them.
Speed. Your base walking speed is 30 ft. While using a chain one-handed, the chain deals 1d8
Barbed Hide. As a bonus action you may deal 1d6 slashing damage. While using a chain two-handed, the
piercing damage to any creature grappling you. chain deals 1d10 damage and has the Reach property.
Claw. Your unarmed strikes deal 1d6 piercing When you take the Attack action and make an attack
damage on a hit. with a chain, you can use a bonus action to initiate a
Hurl Flame. You know the fire bold cantrip. Charisma grapple with the target of your successful attack.
is your spellcasting ability for this spell. Animate Chains. Upon reaching 5th level, as an
Keen Senses. Vou have proficiency in the Perception action you can animate a chain to fight for you. One
skill. mundane chain within 60 feet sprouts hooks and

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 30
barbs, and animate under your control for 1 minute, Bite and Tail. Your unarmed strikes deal 1d4
provided that the chain is not being worn or carried. bludgeoning or piercing damage on a hit.
When you use this ability, you can make a melee Ice Wall. Once per turn as an action, you can create
weapon attack against a creature within 5 feet of the a frozen barrier. You create a wall of ice up to 5 feet
chain. On a hit, the target takes slashing damage equal wide, up to 5 feet high, and 6 inches thick in an
to 1d8 + your Strength modifier. unoccupied space which you can see within 30 ft.
The animated chain is an object with AC 20, 20 hit The wall lasts for 1 minute or until you are
points, resistance to piercing damage, and immunity to incapacitated or die. The wall can be damaged and
psychic and thunder damage. As a bonus action on breached; it has AC 5, 10 hit points, vulnerability to fire
your turn, you can move the chain up to 20 feet and damage, and immunity to acid, cold, necrotic, poison,
repeat the attack against a creature within 5 feet of it. and psychic damage. If the wall is breached, the effect
After you use this ability, you can't use it again until ends. You must maintain concentration during that
you complete a short or long rest. time, as if you were casting a spell.
Languages. You can speak, read, and write in Icy Weapon. Starting at 3rd level, as a bonus action,
Common and Infernal. you may freeze one melee weapon which you are
currently holding. For one minute, melee weapon
Erinyes
attacks with the weapon deal an additional 1d6 cold
Ability Score Increase. +1 any.
damage. You must maintain concentration during that
Size. Your size is medium.
time, as if you were casting a spell. If you lose
Speed. Your base walking speed is 30 ft.
concentration or lose your grip on the weapon, it cools
Flight. You have a flying speed of 30 feet. To use this
quickly, returning to a normal temperature.
speed, you can’t be wearing medium or heavy armor.
After you use this ability, you can't use it again until
Hellish Weapon. Starting at 3rd level, as a bonus
you complete a short or long rest.
action, you may imbue a weapon which you are
Natural Armor. While unarmored, your AC is equal
currently holding with fiendish poison. For one minute,
to 13 + your Dexterity modifier.
melee weapon attacks with the weapon deal an
Languages. You can speak, read, and write in
additional 1d6 poison damage. You must maintain
Common and Infernal.
concentration during that time, as if you were casting a
spell. If you lose concentration or lose your grip on the Imp
weapon, the poison effect ends. Ability Score Increase. +1 Dexterity.
After you use this ability, you can't use it again until Size. Your size is tiny.
you complete a short or long rest. Speed. Your base walking speed is 25 ft.
Languages. You can speak, read, and write in Flight. You have a flying speed of 30 feet. To use this
Common and Infernal. speed, you can’t be wearing medium or heavy armor.
Stinger. Your unarmed strikes deal 1d4 piercing
Horned Devil (Malebranch)
damage on a hit.
Ability Score Increase. +1 Strength, +1 Constitution.
Hidden Step. As a bonus action, you can magically
Size. Your size is medium.
turn invisible until the start of your next turn or until
Speed. Your base walking speed is 30 ft.
you attack, make a damage roll, or force someone to
Flight. You have a flying speed of 30 feet. To use this
make a saving throw.
speed, you can’t be wearing medium or heavy armor.
After you use this ability, you can't use it again until
Natural Armor. While unarmored, your AC is equal
you complete a short or long rest.
to 13 + your Dexterity modifier.
Languages. You can speak, read, and write in
Tail. Your unarmed strikes deal 1d4 piercing damage
Common and Infernal.
on a hit.
Languages. You can speak, read, and write in Lemure
Common and Infernal. Ability Score Increase. +2 Constitution.
Size. Your size is medium.
Ice Devil (Gelugon)
Speed. Your base walking speed is 25 ft.
Ability Score Increase. +1 any.
Fist. Your unarmed strikes deal 1d4 bludgeoning
Size. Your size is medium.
damage on a hit.
Speed. Your base walking speed is 30 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 31
Hellish Resistances. Vou have advantage on saving Playing a Devil
throws against poison, and you have resistance against Devils are diverse with a wide range of abilities and
poison damage, cold damage, and fire resistance. personalities, but they are all absolutely evil, and make
Languages. You can understand, read, and write in great characters in an evil campaign.
Infernal.
Barbed Devil (Hamatula)
Pit Fiend Barbed devil’s traits are diverse, allowing it to function
Ability Score Increase. +1 Strength, +1 Charisma. in a wide variety of classes. Their barbed hide makes
Size. Your size is medium. them excellent grapplers, but Hurl Flame also allows
Speed. Your base walking speed is 30 ft. them to fight at range.
Flight. You have a flying speed of 30 feet. To use this Barbed devils are typically guards and sentinels for
speed, you can’t be wearing medium or heavy armor. more powerful demons, and are motivated by the
Horror Nimbus. As an action, you can emit a desire to accumulate material wealth. This makes them
scintillating, multicolored light that instill fear in nearby easy to include in an evil party as a guard or a hired
creatures. Each creature within 10 feet of you that can mercenary.
see the light must succeed on a Wisdom saving throw
or be frightened for 1 minute. The DC for this saving Bearded Devil (Barbazu)
throw is 8 + your proficiency bonus + your Charisma The numberless foot soldiers of Hell, bearded devils
bonus. A creature can repeat the saving throw at the make excellent barbarians and fighters. Natural armor,
end of each of its turns, ending the effect on itself on a poison resistance, and Steadfast provide several useful
success. If a creature's saving throw is successful or the defensive options, and your beard provides a helpful
effect ends for it, the creature is immune to your offensive option if you’re unarmed.
Horror Nimbus for the next 24 hours. Bearded devils are greedy, so money is an excellent
You must maintain concentration during that time, motivator for them. Promises of looted treasure,
as if you were casting a spell. If you lose concentration, payment for their services, or other material rewards
affected creatures are no longer frightened by this will easily compel a bearded devil to adventure.
ability. Bone Devil (Osyluth)
After you use this ability, you can't use it again until The bone devil is a durable flyer. Take advantage of
you complete a short or long rest. your flight and Darkvision to confound foes in dark
Languages. You can speak, read, and write in areas.
Common and Infernal. Bone devils are taskmasters, making them a good
Spined Devil (Spinagon) option for a party leader in an evil party, especially one
Ability Score Increase. +1 Dexterity. composed of lower-ranking devils.
Size. Your size is small. Chain Devil (Kyton)
Speed. Your base walking speed is 25 ft. Chain devils are excellent melee fighters, and their
Bite. Your unarmed strikes deal 1d8 piercing damage chains allow them to grapple foes at a short distance,
on a hit. allowing you to hold foes in place and attack them
Flight. You have a flying speed of 30 feet. To use this safely. Animate Chains provides a helpful source of
speed, you can’t be wearing medium or heavy armor. additional damage in combat.
Tail Spine. You may fire bony, flaming spines from Chain devils torture the souls of evil mortals. If there
your body as a ranged weapon attack. This attack has are lemures in the party, they may be fearful of the
30/60 range, and deals 1d4 piercing damage and 1d4 chain devil.
fire on a hit.
You have a number of spines equal to 2 + half your Erinyes
level. Used spines regrow by the time you finish a long Erinyes are versatile flyers, and can play a variety of
rest. classes well. Hellish Weapons provides a potent
Languages. You can speak, read, and write in damage boost to melee weapons, allow the Erinyes to
Common and Infernal. be extremely effective in melee combat.
Erinyes don’t have a specific role among devils, but
they work well in a variety of evil-themed parties. The
monster manual mentions that the first Erinyes were

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 32
fallen angels, which can provide inspiration for your including other devils. Pit fiends are narcissistic,
character’s personality. domineering, and manipulative. Resist the urge to
solve every problem through force of arms, but if
Horned Devil (Malebranch)
violence is required be confident in your abilities.
Simple, but extremely capable, Horned Devils make
excellent barbarians, fighters, and paladins. The Spined Devil (Spinagon)
combination of flight and natural armor makes them Spined devils are dexterous flyers. Their bite is
easy to play and very effective, but without heavy powerful for a creature their size, making them
armor you’ll need to invest in Dexterity to boost your dangerous in melee combat. Their ability to fire spines
AC. from their tails gives them a potent ranged option that
Horned Devils are lazy. They can be compelled to deals as much damage as a longbow, but can only be
action by stronger creatures, so they can fit very well used a few times per day.
into a party with another powerful demon. Spined devils have a similar purpose to imps, but
where imps will serve anyone sufficiently evil, spined
Ice Devil (Gelugon)
devils generally only serve other devils. Spined devils
Ice Devils are versatile devils which can excel in many
are cowardly pack creatures, so they fit well into a
roles. Their Frozen Weapon ability provides a potent
party, especially if that party have bigger creatures to
damage boost in melee combat, and their Ice Wall
hide behind.
ability provides a useful way to manipulate terrain.
Ice devils are commanders of hell’s armies, making Dinosaurs
them an obvious choice for a party leader in a party
composed of devils and other evil creatures. They are Dinosaurs vary wildly in size and appearance, but the
ambitious and resentful of their superiors, which most iconic dinosaurs are typically giant reptilian
provides some excellent ways to motivate your creatures. In many Dungeons and Dragons settings,
character. dinosaurs still exist in a handful of locations throughout
the world.
Imp The dinosaurs presented here are examples of a
The imp’s abilities make it great at stealth. Flight, handful of iconic dinosaurs. If you want to play a
invisibility, and a dexterity increase all work very well different but similar dinosaur, you can use the stats
together for rangers and rogues. below with little or no modification. For example, if
Imps are created to serve evil masters of all kinds, so you wanted to play a stegosaurus, you could change
they make a great addition to any evil party. If the the ankylosaurus’ tail to deal piercing damage.
party includes a strong evil personality like another
devil or a warlock, an imp is an excellent addition to Dinosaur Traits
the party. Dinosaurs share the following racial traits.
Lemure Creature Type. Beast
The lemure is a punching bag. With several resistances Alignment. Simple animals motivated by little
and excellent Constitution, it can withstand a startling beyond basic survival instincts, most dinosaurs are
quantity of damage. However, it lacks active abilities so neutral.
you’ll need to look to your class for offensive options. Languages. You can speak, read, and write in
Lemures are the lowest of devils, so they natural fall Common.
into place as servants, cannon fodder, or convenient Subrace. Choose one of these subraces. You gain the
punching bags. Parties including other devils will have a traits listed under your chosen subrace in addition to
clear pecking order, but any evil party will likely still those listed above.
treat the lemure with some degree of active disdain. Allosaurus
Pit Fiend Ability Score Increase. +2 Strength, +1 Constitution.
Pit fiends are the highest form of generic devil, Size. Your size is medium.
subservient only to archfiends. Their strength makes Speed. Your base walking speed is 35 ft.
them powerful in melee combat, but their charisma Bite. Your unarmed strikes deal 1d8 slashing damage
also makes them excellent negotiators. on a hit.
As befits the pit fiend’s status, the pit fiend is a Natural Armor. While unarmored, your AC is equal
natural choice for a party leader, especially in a party to 12 + your Dexterity modifier.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 33
Pounce. If you move at least 15 feet straight toward manipulation, including spellcasting foci, wands, tools,
a creature then hit it with an unarmed strike on the etc.
same turn, you may attempt to shove the target prone
Triceratops
as a bonus action (see “Shoving a Creature”, page 195
Ability Score Increase. +2 Strength, +1 Constitution.
of the Player’s Handbook).
Size. Your size is medium.
Ankylosaurus Speed. Your base walking speed is 35 ft.
Ability Score Increase. +2 Strength, +1 Constitution. Gore and Stomp. Your unarmed strikes deal 1d8
Size. Your size is medium. piercing or bludgeoning damage on a hit.
Speed. Your base walking speed is 30 ft. Natural Armor. While unarmored, your AC is equal
Natural Armor. While unarmored, your AC is equal to 13 + your Dexterity modifier.
to 15 + your Dexterity modifier. No Hands. You are unable to wield weapons or wear
No Hands. You are unable to wield weapons or wear shields, and cannot use items which require
shields, and cannot use items which require manipulation, including spellcasting foci, wands, tools,
manipulation, including spellcasting foci, wands, tools, etc.
etc. Trampling Charge. If you move at least 15 feet
Tail. Your unarmed strikes deal 1d10 bludgeoning straight toward a creature then hit it with an unarmed
damage on a hit. strike on the same turn, you may attempt to shove the
Trip. If you hit a creature with an unarmed strike, target prone as a bonus action (see “Shoving a
you may attempt to shove the target prone as a bonus Creature”, page 195 of the Player’s Handbook).
action (see “Shoving a Creature”, page 195 of the
Tyrannosaurus Rex
Player’s Handbook).
Ability Score Increase. +2 Strength, +1 Constitution.
Plesiosaurus Size. Your size is medium.
Ability Score Increase. +2 Strength, +2 Constitution. Speed. Your base walking speed is 35 ft.
Size. Your size is medium. Bite. Your unarmed strikes deal 1d8 slashing damage
Speed. Your base walking speed is 20 ft. You have a on a hit.
swim speed of 40 ft. When you take the Attack action and make an
Bite. Your unarmed strikes deal 1d10 bludgeoning unarmed strike, you can use a bonus action to initiate a
damage on a hit. You may make unarmed strikes as grapple with the target of your successful unarmed
though you had reach. strike.
No Hands. You are unable to wield weapons or wear Natural Armor. While unarmored, your AC is equal
shields, and cannot use items which require to 12 + your Dexterity modifier.
manipulation, including spellcasting foci, wands, tools,
etc. Playing a Dinosaur
Dinosaurs are simple creatures with few special
Pteranodon
abilities, but they’re also built to survive on their own
Ability Score Increase. +2 Dexterity.
without the aid equipment of magic.
Size. Your size is medium.
Like many other creatures, being awakened has a
Speed. Your base walking speed is 30 ft.
great deal of influence of your character’s personality.
Bite. Your unarmed strikes deal 1d8 piercing damage
Consider what effect granted your character superior
on a hit.
intelligence, and how that effect shaped your
You can use Dexterity instead of Strength for the
character’s personality.
attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse Allosaurus
property for all effects which require it, such as Sneak The allosaurus is a powerful charger. Pounce allows
Attack. you to knock foes prone, making it difficult for foes to
Flight. You have a flying speed of 30 feet. To use this escape and granting you Advantage on any successive
speed, you can’t be wearing medium or heavy armor. attacks.
Flyby. You may perform the Disengage action as a Unlike most dinosaurs, the allosaurus has hands
bonus action. which it can use to hold and use items, allowing it to
No Hands. You are unable to wield weapons or wear easily solve problems which most beasts find
shields, and cannot use items which require insurmountable.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 34
Ankylosaurus You must maintain concentration during that time, as if
The ankylosaurus is well defended, even without you were casting a spell. An attacker is immune to this
armor. Its tail does incredible damage with its tail, and effect if it doesn't rely on sight, as with blindsight, or
has the ability to knock foes prone. However, it has can see through illusions, as with truesight.
trouble dealing with challenges which can’t be solved After you use this ability, you can't use it again until
by knocking them down. you complete a short or long rest.
Natural Armor. While unarmored, your AC is equal
Plesiosaurus
to 12 + your Dexterity modifier.
The plesiosaurus is a strong swimmer with a fantastic
No Hands. You are unable to wield weapons or wear
bite attack which can be made at reach. Its aquatic
shields, and cannot use items which require
mobility and ability increases make it an excellent
manipulation, including spellcasting foci, wands, tools,
fighter or barbarian. However, since it lacks hands it
etc.
has trouble casting spells or using tools.
Tentacles. Your unarmed strikes deal 1d4
Pteranodon bludgeoning damage and 1d4 piercing damage on a hit.
Pteranodons are fast, nimble flyers. Take advantage of Languages. You can understand, read, and write in
Flyby to remain out of range of melee attacks. Your Common.
mobility works great for a variety of classes, but
remember that when you are out of melee reach you Playing a Displacer Beast
may be leaving your allies vulnerable. Displacer beasts are powerful in melee combat where
their tentacles do considerable damage, and their
Triceratops
Displacement ability provides them a potent defensive
The triceratops is a strong charger, capable of doing
option which allows them to survive situations which
huge amounts of damage in melee. However, it lacks
would otherwise be overwhelming.
hands and will have trouble solving problems which
Displacer beasts are pack predators, but typically
humanoids can handle without issue.
only associate with their own kind unless they form
Tyrannosaurus Rex some sort of beneficial arrangement. This is difficult to
The tyrannosaurus rex is a grappler with the ability to do without the ability to speak, but not impossible.
grab foes after biting them. Use this to hold
troublesome enemies in place while you wear them Doppelganger
down. Doppelgangers are legendary creatures which disguise
themselves as people, often living their victim’s lives
Displacer Beast temporarily to fulfill the Doppelgangers goals,
Otherworldly feline predators with the ability to whatever those might be.
displace light and mask their location.
Doppelganger Traits
Displacer Beast Traits Doppelgangers share the following racial traits.
Displacer beasts share the following racial traits. Creature Type. Monstrosity (shapechanger)
Creature Type. Monstrosity Ability Score Increase. +1 Dexterity, +1 Charisma.
Ability Score Increase. +1 Strength, +1 Constitution. Alignment. Doppelgangers tend to be shifty, self-
Alignment. Cruel, predatory pack creatures, centered, and devious, but aren’t outright evil. They
displacer beasts are usually lawful evil. can be of any alignment, but are usually neutral.
Size. Your size is medium. Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Speed. Your base walking speed is 30 ft.
Can’t Speak. You are unable to speak, but are still Darkvision. You can see in dim light within 60 feet of
able to read, write, and understand any languages you as if it were bright light, and in darkness as if it
which you know. You are unable to perform verbal were dim light. You can’t discern color in darkness, only
spell components. shades of gray.
Displacement. Once you reach 5th level, as an action Devious. You are proficient in Deception.
you can project an illusion that makes you appear to be Keen Insight. You are proficient in Insight, and may
standing near your actual location. For 1 minute, any add double your proficiency bonus to Insight checks.
creature has disadvantage on attack rolls against you.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 35
Shapechanger. You can cast Disguise Self once per Hit Points
day. Charisma is your spellcasting ability for this spell. Hit Dice. 1d10 per dracolich level
Slam. Your unarmed strikes deal 1d4 bludgeoning Hit Points at Higher Levels. 1d10 (or 6) + your
damage on a hit. Constitution modifier per dracolich level
Surprise Attack. If you surprise a creature and hit it
Traits
with an attack during the first round of combat, the
Dracoliches gain the following traits at each level, as
target takes an extra 1d6 damage from the attack. You
indicated on the table below.
can use this trait only once per combat.
Level Features
This damage increases to 2d6 at 5th level, 3d6 at 11th 1 Creature Type, Condition Immunities, Damage
level, and 4d6 at 17th level. Resistance, Phylactery, Poison Immunity
Languages. You can speak, read, and write in Creature Type. You replace your current creature
Common. type with Undead, but retain any subtypes.
You don’t require air, food, drink, or sleep. Instead,
Playing a Doppelganger you enter a restful state, remaining semiconscious, for
Doppelgangers are deceptive, tricky, and hedonistic, 4 hours a day. While resting, you can dream after a
though not necessarily evil. They seek to impersonate fashion; such dreams are reflexive mental exercises
others for personal gain, and often cooperate with inherent to your consciousness. After resting in this
allies in order to do so. way, you gain the same benefit that a human does
In a party, Doppelgangers make excellent Rogues, from 8 hours of sleep.
with a natural talent for deception and subtlety. Condition Immunities. You are immune to the
charmed, exhaustion, frightened, and paralyzed.
Dracolich [Template: Acquired] Damage Resistance. You have resistance to necrotic
The most villainous of evil dragons sometimes seek to damage.
extend their already long lives, performing an unholy Poison Immunity. You are immune to poison
ritual to make them undead. damage, and to the poisoned condition.
Phylactery. If your physical form is destroyed, your
Becoming a Dracolich soul instantly returns to your phylactery so long as it is
Any living, evil dragon of 10th level or higher can on the same plane. If your physical form is destroyed
become a dracolich. When the dragon attains enough while your phylactery is on another plane, your spirit is
experience to gain a level, they may choose to undergo released to the afterlife.
the dracolich creation ritual instead of gaining a level in While trapped in your phylactery, your senses
class. behave normal. You may see, hear, etc. in the area
To perform the ritual, you must acquire a gem worth around your phylactery. However, you can take no
no less than 5,000 gp to serve as your phylactery. The actions, and have no way to communicate.
ritual is then performed by three or more creatures If your phylactery then touches the corpse of
capable of casting ritual spells, typically wizards or another dragon, you can take possession of that
cultists devoted to your service. Performing the ritual dragon’s body. If that dragon was a different variety of
takes one hour. Half-way into the ritual, you must dragon, your original racial traits are replaced by those
willingly consume a poisonous drought which slays you of the dragon whose body you possess.
instantly. If the ritual is interrupted after this point,
your soul is released to the afterlife. Dragon, Shadow [Template: Natural or
Upon completing the ritual, the character Acquired]
immediately gains the single level of the Dracolich
template and all of the traits detailed below, and True dragons that are born on the Shadowfell or that
reanimates as a dracolich. spend many years there are infused with the plane's
dark energies, losing much of their original self and
Dracolich Traits becoming a shadow dragon.
All dracoliches have the following traits, adding these
traits to their existing racial traits upon gaining the Becoming a Shadow Dragon
template. A true dragon born on the Shadowfell or a true dragon
that lives there for several years can be corrupted by

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 36
the dark energies of that plane, changing them into a successful one. The damage increases to 3d6 at 6th
shadow dragon. level. 4d6 at 11th level, and 5d6 at 16th level.
After you use this ability, you can't use it again until
Shadow Dragon Traits you complete a short or long rest.
All shadow dragons have the following traits, adding Darkvision. You can see in dim light within 60 feet of
these traits to their existing racial traits upon gaining you as if it were bright light, and in darkness as if it
the shadow dragon template. were dim light. You can’t discern color in darkness, only
Bite. If you deal acid, cold, fire, lightning, or poison shades of gray.
damage with your bite as part of your racial traits, Flight. You have a flying speed of 30 feet. To use this
change that damage type to necrotic. Additional speed, you can’t be wearing medium or heavy armor.
damage from other effects such as spells or class No Hands. You are unable to wield weapons or wear
features is not affected. shields, and cannot use items which require
Damage Resistance. You have resistance to necrotic manipulation, including spellcasting foci, wands, tools,
damage. etc.
Damage Vulnerability. You have weakness to radiant Languages. You can speak, read, and write in
damage. Draconic.
Shadow Breath. Any damage-dealing breath weapon Subrace. Dragons are numerous and varied. Choose
possessed by the dragon deals necrotic damage one of these subraces.
instead of its original damage type. Subrace. Choose one of these subraces. You gain the
Shadow Stealth. While in dim light or darkness, you traits listed under your chosen subrace in addition to
can take the Hide action as a bonus action. those listed above.
Skill Proficiency: Stealth. You gain proficiency in
Black Dragon
Stealth.
Ability Score Adjustment. +1 Dexterity, -2 Wisdom.
Sunlight Weakness. While in sunlight, you have
Alignment. The most vile and ill-tempered of
disadvantage on attack rolls, ability checks, and saving
chromatic dragons, most black dragons are chaotic evil.
throws.
Speed. You have a swim speed of 20 ft.
Dragon Amphibious. You can breathe air and water.
Bite. Your unarmed strikes deal 1d4 slashing and 1d4
Symbols of strength and pride, dragons are among the acid damage on a hit.
most legendary creatures in existence. The ten “true” Breath Weapon. Your breath weapon is a 5 ft. by 30
dragon species are each as different from each other as ft. line of acid, and allows a Dexterity save for half
humanoid races, occupying different environments, damage.
eating different food, and displaying widely varying Damage Resistance. You have resistance to acid
personalities. damage.

Dragon Traits Blue Dragon


Dragons share the following racial traits. Ability Score Adjustment. +1 Constitution, -2
Creature Type. Dragon Dexterity.
Ability Score Increase. +1 Strength. Alignment. Vain and territorial, most blue dragons
Size. Your size is medium. are lawful evil.
Speed. Your base walking speed is 30 ft. Speed. You have a burrow speed of 5 ft.
Breath Weapon. You can use your action to exhale Bite. Your unarmed strikes deal 1d4 slashing and 1d4
destructive energy. Your species determines the size, lightning damage on a hit.
shape, and damage type of the exhalation. Breath Weapon. Your breath weapon is a 5 ft. by 30
When you use your breath weapon, each creature in ft. line of lightning, and allows a Dexterity save for half
the area of the exhalation must make a saving throw, damage.
the type of which is determined by your species. The Damage Resistance. You have resistance to lightning
DC for this saving throw equals 8 + your Constitution damage.
modifier + your proficiency bonus. A creature takes 2d6 Green Dragon
damage on a failed save and half as much damage on a Ability Score Adjustment. +1 Intelligence, -2
Dexterity.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 37
Alignment. Tricky and manipulative, most green Speed. You have a swim speed of 20 ft.
dragons are chaotic evil. Amphibious. You can breathe air and water.
Speed. You have a swim speed of 20 ft. Bite. Your unarmed strikes deal 1d4 slashing and 1d4
Amphibious. You can breathe air and water. acid damage on a hit.
Bite. Your unarmed strikes deal 1d4 slashing and 1d4 Breath Weapon. Your breath weapon is a 5 ft. by 30
poison damage on a hit. ft. line of lightning, and allows a Dexterity save for half
Breath Weapon. Your breath weapon is a 15 ft. cone damage.
ft. line of poison, and allows a Dexterity save for half Damage Resistance. You have resistance to lightning
damage. damage.
Poison Immunity. You are immune to poison
Copper Dragon
damage, and immune to the poisoned condition.
Ability Score Adjustment. +1 Intelligence, -2
Red Dragon Wisdom.
Ability Score Adjustment. +1 Strength, -2 Dexterity. Alignment. Jovial but even-tempered pranksters,
Alignment. Exceedingly vain and covetous, even for most copper dragons are chaotic good.
a dragon, most red dragons are chaotic evil. Speed. You have a climb speed of 10 ft.
Speed. You have a climb speed of 10 ft. Bite. Your unarmed strikes deal 1d4 slashing and 1d4
Bite. Your unarmed strikes deal 1d4 slashing and 1d4 acid damage on a hit.
fire damage on a hit. Breath Weapon. Your breath weapon is a 5 ft. by 30
Breath Weapon. Your breath weapon is a 15 ft. cone ft. line of acid, and allows a Dexterity save for half
of fire, and allows a Dexterity save for half damage. damage.
Damage Resistance. You have resistance to fire Damage Resistance. You have resistance to acid
damage. damage.
White Dragon Gold Dragon
Ability Score Increase. +1 Constitution, -2 Ability Score Adjustment. None.
Intelligence. Alignment. Dedicated foes of evil, most gold dragons
Alignment. Evil, bestial hunters, most white dragons are lawful good.
are chaotic evil. Speed. You have a swim speed of 20 ft.
Speed. You have a climb speed of 10 ft. Amphibious. You can breathe air and water.
Bite. Your unarmed strikes deal 1d4 slashing and 1d4 Bite. Your unarmed strikes deal 1d4 slashing and 1d4
cold damage on a hit. fire damage on a hit.
Breath Weapon. Your breath weapon is a 15 ft. cone Breath Weapon. Your breath weapon is a 15 ft. cone
of cold, and allows a Dexterity save for half damage. of fire, and allows a Dexterity save for half damage.
Damage Resistance. You have resistance to fire
Brass Dragon
damage.
Ability Score Adjustment. +1 Constitution, -2
Wisdom. Silver Dragon
Speed. You have a burrow speed of 5 ft. Ability Score Adjustment. +1 Charisma, -2 Dexterity.
Alignment. Gregarious and friendly, most brass Alignment. Cheerful, social, and happy assist good
dragons are chaotic good. creatures, most silver dragons are lawful good.
Bite. Your unarmed strikes deal 1d4 slashing and 1d4 Bite. Your unarmed strikes deal 1d4 slashing and 1d4
fire damage on a hit. cold damage on a hit.
Breath Weapon. Your breath weapon is a 5 ft. by 30 Breath Weapon. Your breath weapon is a 15 ft. cone
ft. line of fire, and allows a Dexterity save for half of cold, and allows a Dexterity save for half damage.
damage. Damage Resistance. You have resistance to cold
Damage Resistance. You have resistance to fire damage.
damage. Keen Senses. You have proficiency in the Perception
skill.
Bronze Dragon
Ability Score Adjustment. +1 Strength, -2 Dexterity. Playing a Dragon
Alignment. Honorable creatures who gladly fight for
Dragons have unique personalities, but mechanically
good causes, most bronze dragons are lawful good.
are very similar. Study the Monster manual entries for

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 38
your chosen dragon species for ideas on personality Driders are abominations cursed by Lolth after failing a
and motivation. test of faith and strength. They resemble drow from
the waist up and spiders from the waist down.
Dragon Turtle
Dragons turtles are enough aquatic creatures related
Drider Traits
to true dragons. Driders share the following racial traits.
Creature Type. Monstrosity
Dragon Turtle Traits Ability Score Increase. +1 Dexterity, +1 Constitution.
Dragon turtles share the following racial traits. Alignment. Insane, reclusive, and evil, most driders
Creature Type. Dragon are chaotic evil.
Ability Score Increase. +1 Strength, +1 Constitution. Size. Your size is medium.
Alignment. Having no strong moral leanings, dragon Speed. Your base walking speed is 30 ft. You have a
turtles are usually neutral. climb speed of 30 ft.
Size. Your size is medium. Diminished Drow Magic. You know the dancing
Speed. Your base walking speed is 20 ft. You have a lights cantrip. Charisma is your spellcasting ability for
swim speed of 40 ft. this spell
Bite. Your unarmed strikes deal 1d8 slashing on a hit. Fey Ancestry. You have advantage on saving throws
Breath Weapon. Vou can use your action to exhale against being charmed, and magic can't put you to
scalding steam in 15 ft. cone. sleep.
When you use your breath weapon, each creature in Spider Climb. You can climb difficult surfaces,
the area of the exhalation must make a saving throw, including upside down on ceilings, without needing to
the type of which is determined by your species. The make an ability check.
DC for this saving throw equals 8 + your Constitution Sunlight Sensitivity. You have disadvantage on
modifier + your proficiency bonus. A creature takes 2d6 attack rolls and on Wisdom (Perception) checks that
fire damage on a failed save and half as much damage rely on sight when you, the target of your attack, or
on a successful one. The damage increases to 3d6 at whatever you are trying to perceive is in direct
6th level. 4d6 at 11th level, and 5d6 at 16th level. sunlight. You have disadvantage on attack rolls and on
After you use this ability, you can't use it again until Wisdom (Perception) checks that rely on sight when
you complete a short or long rest. you, the target of your attack, at whatever you are
Natural Armor. While unarmored, your AC is equal trying to perceive is in direct sunlight.
to 14 + your Dexterity modifier. Superior Darkvision. You can see in dim light within
No Hands. You are unable to wield weapons or wear 120 feet of you as if it were bright light, and in
shields, and cannot use items which require darkness as if it were dim light. You can’t discern color
manipulation, including spellcasting foci, wands, tools, in darkness, only shades of gray.
etc. Web Walker. You ignore movement restrictions
Languages. You can speak, read, and write in Aquan caused by webbing.
and Draconic. Languages. You can speak, read, and write in
Undercommon and Elven.
Playing a Dragon Turtle
Dragon turtles are slow-moving on land, but very quick Playing a Drider
in the water. They also have excellent natural armor, Driders aren’t as nimble as normal drow, but they’re
allowing many dragon turtles to survive unarmored. more durable and more mobile. Take advantage of
Dragon turtles make excellent Barbarians and Fighters your ability to climb walls and ceilings in order to
thanks to their good Strength and Constitution. overcome your enemies.
Dragon turtles seem content to work for whoever Despite being cursed by their goddess, driders still
will provide them with treasure, making little revere Lolth and often still have motives which bring
distinction between good and evil. This allows them to them close to drow society. Consider what may have
fit easily into a party which does mercenary work. happened to turn your character into a drider, and how
they feel about it.
Drider
Dryad

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 39
Dryads are fey creatures resembling humanoid women and Rangers. Their natural Charisma also makes them
sculpted from bits of trees. In some settings, they good Sorcerers and Warlocks.
closely resemble beautiful humans or elves, while in Many dryads are emotionally detached from the
others their bodies appear composed entirely of wood. affairs of mortal beings so long as those events do not
threaten the dryad’s home. As such, it may be difficult
Dryad Traits to find a place for them in an adventuring party. Still,
Dryad share the following racial traits. you may be at home in a party with a Druid, a Ranger,
Creature Type. Fey or a Paladin with the Oath of Ancients.
Ability Score Increase. +1 Wisdom, +1 Charisma.
Alignment. Dryads are wild spirits of the forest, can Elementals
often care little for the world’s morals. They care for Elementals are beings composed of raw elemental
their forests, and concern themselves with little else.
energy. At home in their home planes, they have no
Most Dryads are neutral, though Dryads whose forests physical form, but when summoned to other planes
are frequently assaulted by other creatures (especially they take shape and enact their summoner’s will.
humans) may be driven to acts of evil to protect their
homes. Elemental Traits
Size. Your size is medium. Elementals share the following racial traits.
Speed. Your base walking speed is 30 ft. Creature Type. Elemental. You do not require air,
Darkvision. You can see in dim light within 60 feet of food, drink, or sleep. Instead, you enter a restful state,
you as if it were bright light, and in darkness as if it remaining semiconscious, for 4 hours a day. While
were dim light. You can’t discern color in darkness, only resting, you can dream after a fashion; such dreams are
shades of gray. reflexive mental exercises inherent to your
Bound to the Forest. Your spirit is bound to a single consciousness. After resting in this way, you gain the
tree. Your appearance resembles that of your tree, same benefit that a human does from 8 hours of sleep.
changing with the seasons as your tree does. If the tree Alignment. Having no culture, society, or solid form
takes damage, you take an equal quantity of damage. If on their home planes, most elementals are neutral.
the tree becomes sick, you suffer effects similar to the Size. Your size is medium.
tree. If your tree dies or is uprooted you die instantly. If Darkvision. You can see in dim light within 60 feet of
you die your tree dies instantly. you as if it were bright light, and in darkness as if it
Dryad Magic. You know the druidism Cantrip, and were dim light. You can’t discern color in darkness, only
may cast the shillelagh cantrip once per day. At 3rd shades of gray.
level, you may cast entangle and goodberry each once Poison Immunity. You are immune to poison
per day. Your spellcasting ability for these spells is damage, and immune to the poisoned condition.
Charisma. Unstable Form. Your body is not completely rigid,
Natural Armor. While unarmored, your AC is equal and your limbs often fluctuate in size and shape as you
to 11 + your Dexterity modifier. move. You are unable to wear armor, but may still use
Speak with Trees. You may speak with trees as if you shields.
shared a language. Subrace. Choose one of these subraces. You gain the
Tree Stride. Once per turn as a bonus action, you traits listed under your chosen subrace in addition to
may enter a tree at least one size larger than you, and those listed above.
emerge from another tree nearby. To do this, spend 10
or more feet of your movement (in 5 foot increments). Air
You then emerge from another tree within a distance Ability Score Increase. +1 Dexterity.
equal to twice the movement you. You emerge 5 feet Speed. Your base walking speed is 0 ft.
from the tree in an unoccupied space of your choice. Flight. You have a flying speed of 30 feet, and can
Languages. You can speak, read, and write in hover.
Common and Sylvan. Gust. You know the gust cantrip. Charisma is your
spellcasting ability for this spell.
Playing a Dryad Air Form. You can enter a hostile creature's space
Dryads are wild spirits of the forest. They have natural and stop there. You can move through a space as
abilities similar to a Druid, and make excellent Druids narrow as 1 inch wide without squeezing. You are

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 40
immune to the exhaustion, grappled, petrified, prone, grapple with the target of your successful unarmed
restrained, and unconscious conditions. strike.
Slam. Your unarmed strikes deal 1d8 bludgeoning Languages. You can speak, read, and write in Aquan.
damage on a hit.
Languages. You can speak, read, and write in Auran. Playing an Elemental
Elementals all act and play differently. Their
Earth
personalities might reflect their native element in some
Ability Score Increase. +1 Strength, +1 Constitution.
fashion, but since elementals are a simple, vaguely-
Speed. Your base walking speed is 30 ft. You have a
defined intelligence in their native form it’s difficult to
burrow speed of 20 ft.
make any assumptions about an elementals
Earth Glide. You can burrow through non-magical,
personality.
unworked earth and stone. While doing so, you don't
Because elementals only solidify when summoned
disturb the material you move through.
magically, consider what summoned your character. A
Natural Armor. While unarmored, your AC is equal
spellcaster who summoned you might have a dramatic
to 13 + your Dexterity modifier.
effect on your character’s behavior and motivations.
Siege Monster. You deal double damage to objects
and structures. Air
Slam. Your unarmed strikes deal 1d8 bludgeoning Air elementals are nimble flyers. Use your mobility to
damage on a hit. get into difficult areas and to ambush your foes. With
Languages. You can speak, read, and write in Terran. excellent Dexterity and mobility, consider classes like
Rogue.
Fire
Ability Score Increase. +1 Dexterity. Earth
Speed. Your base walking speed is 35 ft. Earth elementals are durable and strong with good
Illumination. You shed bright light in a 10-foot radius natural armor. Consider classes like barbarian, fighter,
and dim light for an additional 10 feet. or monk.
Born of Flame. You have resistance against fire
Fire
damage.
Fire elementals are quick and agile. Their natural
Fire Form. You can enter a hostile creature's space
Dexterity makes them excellent fighters, rangers, and
and stop there. You can move through a space as
rogues, and Fire Form allows them to easily move past
narrow as 1 inch wide without squeezing. You are
and through enemies in the thick of a fight.
immune to the exhaustion, grappled, petrified, prone,
restrained, and unconscious conditions. Water
When you enter another creature’s space for the Water elementals are strong grapplers. Consider
first time that round, you may make an unarmed strike classes like barbarian and fighter to capitalize on your
as a bonus action. melee combat abilities.
Touch. Your unarmed strikes deal 1d6 fire damage
on a hit. Empyrean
Languages. You can speak, read, and write in Ignan. Empyreans are the immortal children of the gods of the
Water upper planes. Though not quite gods themselves, they
Ability Score Increase. +1 Strength, +1 Constitution. are more powerful than most mortals could possibly
Speed. Your base walking speed is 30 ft. You have a imagine.
swim speed of 30 ft.
Freeze. If you take cold damage, you partially freeze; Empyrean Traits
your speed is reduced by half until the end of your next Empyreans share the following racial traits.
turn. Creature Type. Celestial
Natural Armor. While unarmored, your AC is equal Ability Score Increase. +1 Charisma, +1 any other.
to 12 + your Dexterity modifier. Alignment. Divine children of the most righteous of
Slam. Your unarmed strikes deal 1d8 bludgeoning gods, most empyreans are chaotic good. However,
damage on a hit. some empyreans are corrupted or cursed by evil
When you take the Attack action and make an deities or the forces of the lower planes; these
unarmed strike, you can use a bonus action to initiate a empyreans are usually neutral evil.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 41
Size. Your size is medium. which you know. You are unable to perform verbal
Speed. Your base walking speed is 30 ft. You have a spell components.
swim speed of 30 ft. Darkvision. You can see in dim light within 60 feet of
Bolster. Once you reach 3rd level, you can cast the you as if it were bright light, and in darkness as if it
bless spell once per day. Charisma is your spellcasting were dim light. You can’t discern color in darkness, only
ability for this spell. shades of gray.
Flight. You have a flying speed of 30 feet. To use this Web. You may shoot sticky webs from your body as
speed, you can’t be wearing medium or heavy armor. a ranged weapon attack. This attack has 30/60 range.
Manifest Emotions. You can experience deity-like On a hit, the creature is restrained by webbing. As an
fits of emotion which affect the world around you in action, the restrained creature can make a Strength
small ways. When you are sad, the sky might turn gray check against a DC equal to 8 + your proficiency bonus
or rain. When you are happy, birds might chirp, or + your Constitution bonus, escaping from the webbing
small animals might parade behind you. When you are on a success. The effect ends if the webbing is
angry, fires might burn abnormally high or thunder destroyed. The webbing has AC 10, 5 hit points,
might crack in the distance. The exact effects of this resistance to bludgeoning damage, and immunity to
trait are up to the Dungeon Master. poison and psychic damage.
Languages. You can speak, read, and write in Web Walker. You ignore movement restrictions
Common and Celestial. caused by webbing.
Languages. You can understand, read, and write in
Playing an Empyrean Common.
Empyreans are great at almost everything. Their
flexible ability increase allows them to fill a variety of Playing an Ettercap
classes, and their ability to fly and swim easily makes Nimble creatures with strong natural weapons,
them exceptionally mobile in a variety of situations. ettercaps make excellent fighters, rangers, and rogues.
Bolster provides a potent way to strengthen your allies Their Web ability allows them to gain a tactical
when things are going badly. adbvantage over their foes, allowing the ettercap to
Empyreans are extremely self-assured, as befits their close the distance to their victim.
parentage. Your character should be confident, Ettercaps tend and care for giant spiders in much the
possibly to the point of recklessness. Try to use same way that humans care for cattle. An ettercap
manifest Emotion for dramatic effect, but be sure not might find a home in a party containing giant spiders or
to let your character’s personality overshadow your other similar predators.
fellow players.
Ettin
Ettercap Two-headed giants known for the constant bickering of
Hideous spider-like creatures that hunt humanoids and their two unique personalities.
fey for food.
Ettin Traits
Ettercap Traits Ettins share the following racial traits.
Ettercaps share the following racial traits. Creature Type. Giant
Creature Type. Monstrosity Ability Score Increase. +2 Strength, +1 Constitution.
Ability Score Increase. +1 Dexterity. Alignment. Foul, angry, solitary, and quarrelsome,
Alignment. Hunters of intelligent creatures, most most ettins are chaotic evil.
ettercaps are neutral evil. Size. Your size is medium.
Size. Your size is medium. Speed. Your base walking speed is 30 ft.
Speed. Your base walking speed is 30 ft. You have a Powerful Build. You count as one size larger when
climb speed of 30 ft. determining your carrying capacity and the weight you
Bite. Your unarmed strikes deal 1d4 piercing and 1d4 can push, drag, or lift.
poison damage on a hit. Two Heads. While both of your heads are awake,
Can’t Speak. You are unable to speak, but are still you have advantage on Wisdom (Perception) checks
able to read, write, and understand any languages and on saving throws against being blinded, charmed,

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 42
deafened, frightened, stunned, and knocked were dim light. You can’t discern color in darkness, only
unconscious. shades of gray.
Wakeful. When one of your heads is asleep, your Euphoria Breath. You can use your action to exhale a
other head is awake. puff of euphoria gas at one creature within 5 feet. The
Languages. You can speak, read, and write in Giant target must succeed on a Wisdom saving throw, or for
and Orc. 1 minute, the target is overcome by feelings of
Euphoria. The DC of this saving throw is 8 + your
Playing an Ettin proficiency bonus + your Constitution bonus. On a
Ettins are strong brutes, so they make excellent failed save, the affected creature can’t move or take
Barbarians and Fighters. Their resistances allow them actions, including reactions. The creature may attempt
to resist many conditions which spellcasters frequently a new saving throw at the end of each of its turns.
use to incapacitate martial characters, so ettins make Mindless creatures and creatures with no emotions
excellent mage hunters. Two-weapon fighting builds are immune to this ability.
are a great theme for ettins, but don’t feel like you After you use this ability, you can't use it again until
absolutely need to go that route. you complete a short or long rest.
Having two personalities can be fun to roleplay, but Flight. You have a flying speed of 40 feet, and can
remember that your character is defined by a constant hover. To use this speed, you can’t be wearing medium
shared experience. Your personalities feud constantly, or heavy armor.
but likely have similar opinions and outlooks on most No Hands. You are unable to wield weapons or wear
subjects. Overfamiliarity often breeds resentment, but shields, and cannot use items which require
remember that each of your personalities is completely manipulation, including spellcasting foci, wands, tools,
dependent on the other to survive. etc.
Bickering with yourself can be amusing occasionally, Trickster Magic. You may cast the dancing lights,
but be careful not to force other players at the table to mage hand, and minor illusion cantrips each once per
sit around while you have lengthy conversations with day. Charisma is your spellcasting ability for these
yourself. How your personalities act while the other spells. You may cast spells as though you were using a
sleeps can also be a major part of your character’s magic focus, even if you are not doing so.
personality. Languages. You can speak, read, and write in
Draconic and Sylvan.
Faerie Dragon
Cheerful draconic pranksters, faerie dragons take Playing a Faerie Dragon
delight playing harmless pranks on passers-by. Faerie dragons are extremely nimble, and are
charismatic, making them excellent Rogues and
Faerie Dragon Traits Sorcerers.
Faerie dragons share the following racial traits. Players who like to rely on trickery, illusions, and
Creature Type. Dragon surprise will likely enjoy playing a Faerie Dragon. If you
Ability Score Increase. +2 Dexterity, +1 Charisma. choose to perform pranks, be sure that your recipients
Alignment. Puckish tricksters with no real ill-will, will find them as good-natured as you do, and be sure
most faerie dragons are chaotic good. not to interfere with another players’ fun.
Size. Your size is tiny.
Speed. Your base walking speed is 15 ft.
Flameskull
Bite. Your unarmed strikes deal 1d4 piercing damage The animated remains of a dead spellcaster,
on a hit. flameskulls are evil, insane facsimiles of their former
You can use Dexterity instead of Strength for the selves.
attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse Flameskull Traits
property for all effects which require it, such as Sneak Flameskulls share the following racial traits.
Attack. Creature Type. Undead. You don’t require air, food,
Darkvision. You can see in dim light within 60 feet of drink, or sleep. Instead, you enter a restful state,
you as if it were bright light, and in darkness as if it remaining semiconscious, for 4 hours a day. While
resting, you can dream after a fashion; such dreams are

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 43
reflexive mental exercises inherent to your Flumph
consciousness. After resting in this way, you gain the
same benefit that a human does from 8 hours of sleep. Good-natured telepathic creatures similar to jellyfish
Ability Score Increase. +1 Dexterity, +1 Intelligence. which float about in the underdark, where they feed
Alignment. Evil creatures creating using dark magic harmlessly on the psychic energy of other creatures.
to server nefarious purposes, most flameskulls are
neutral evil. Flumph Traits
Size. Your size is tiny. Flumphs share the following racial traits.
Speed. Your base walking speed is 0 ft. Creature Type. Aberration
Flaming Body. You are resistant to cold and fire Ability Score Increase. +1 Intelligence, +1 Wisdom.
damage. Alignment. Flumphs are good-natured creatures
Flight. You have a flying speed of 40 feet, and can who live in complex, structured societies. Most
hover. flumphs are lawful good.
Illumination. You shed bright light in a 10-foot radius Darkvision. You can see in dim light within 60 feet of
and dim light for an additional 10 feet. you as if it were bright light, and in darkness as if it
Magic Skull. You are immune to the paralyzed, were dim light. You can’t discern color in darkness, only
petrified, and prone conditions. You are always treated shades of gray.
as holding a spellcasting focus. You are unable to wear Size. Your size is small.
armor. You have no hands. You are unable to wield Speed. Your base walking speed is 5 ft.
weapons or wear shields, and cannot use items which Advanced Telepathy. You can communicate
require manipulation, including spellcasting foci, telepathically with any creature that knows a language
wands, tools, etc. You may cast spells as though you within 30 ft. You can perceive the content of any
were using a spellcasting foci. telepathic communication used within 30 feet of you,
Poison Immunity. You are immune to poison and you can't be surprised by creatures with any form
damage, and immune to the poisoned condition. of telepathy.
Recalled Magic. You know the fire bolt and mage Exposed Mind. You are vulnerable to psychic
hand cantrips. Intelligence is your spellcasting ability damage.
for these spells. Flight. You have a flying speed of 30 feet, and can
Rejuvenation. Upon falling to 0 hit points, you hover. To use this speed, you can’t be wearing medium
immediately stabilize. While unconscious, if you take or heavy armor.
damage which is insufficient to kill you, you suffer a No Hands. You are unable to wield weapons or wear
death saving throw failure as normal, but you remain shields, and cannot use items which require
stabilized. After 1 hour of being unconscious and manipulation, including spellcasting foci, wands, tools,
stabilized you regain 1 hit point. etc.
Languages. You can speak, read, and write in Prone Deficiency. If you are knocked prone, roll a
Common. die. On an odd result, you land upside-down and are
incapacitated. At the end of each of your turns, you can
Playing a Flameskull make a DC 10 Dexterity saving throw, righting yourself
Flameskulls are natural wizards. Their ability to fly and and ending the incapacitated condition if it succeeds.
their resistances help them to remain out of harm’s Stench Spray. You can use your action to spray a
way, but they lack natural armor and without the foul-smelling liquid. Each creature in a 15-foot cone
ability to wear armor their AC can be problematic. must succeed on a Dexterity saving throw, or be
Flameskulls are often bound to obey evil masters, poisoned for 1d4 rounds. Creatures are poisoned while
which provides an easy way to work them into a party. within 5 feet of the coated creature. The coated
Alternatively, flameskulls which are no longer able to creature may make a new saving throw at the end of
fulfill their given orders become independent, and are each of its turns, ending the effect on a success. The DC
free to pursue whatever goals they choose. Since for this saving throw equals 8 + your Constitution
flameskulls have vague recollections of their previous modifier + your proficiency bonus.
life, consider who your character was before their After you use this ability, you can't use it again until
death and use it to inform your character’s personality. you complete a long rest.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 44
Telepathic Shroud. You are immune to any effect • Warped Joints: The creature has disadvantage on
that would sense your emotions or read your thoughts, Dexterity saving throws and ability checks, and on
as well as all divination spells. attacks based on Dexterity.
Tendrils. Your unarmed strikes deal 1d4 piercing and • Withered Limbs: The creature has disadvantage on
1d4 acid damage on a hit. Strength saving throws ability checks, and on attacks
You can use Dexterity instead of Strength for the based on Strength.
attack and damage rolIs of your unarmed strikes. Your
Evil Eye. As an action, you may target one creature
unarmed strikes count as a weapon with the Finesse
you can see within 30 ft. of you. The target must
property for all effects which require it, such as Sneak
succeed on Charisma saving throw or take 1d8 psychic
Attack.
damage. The DC for this saving throw is 8 + your
Languages. You can understand, read, and write in
proficiency bonus + your Wisdom modifier. The
Common.
damage increases by 1d8 when you reach 5th level
Playing a Flumph (2d8), 11th level (3d8), and 17th level (4d8).
Flumphs are flying telepaths, allowing them to move Powerful Build. You count as one size larger when
about safely, often avoiding notice of other creatures. determining your carrying capacity and the weight you
Their ability scores make for excellent clerics and can push, drag, or lift.
wizards, but rogues might also benefit from the Twisted Form. Due to your deformed body, you are
flumph’s traits. unable to wear armor. You may still use shields
Flumphs are good-natured, and like to be around normally.
good people with good thoughts for them to feed Languages. You can speak, read, and write in
upon. They generally avoid creatures with disturbing Common and Giant.
thoughts, and they actively seek the downfall of those
creatures. These motivations make them a good
Playing a Fomorian
Fomorians are as strong as any giant, and as such make
member of a good-aligned party, but parties with evil
excellent barbarians and fighters. However, since they
characters or anti-heroes might be a problem for a
are unable to wear armor fomorian fighters may have
flumph.
problems with their armor class. Curse of the Evil Eye
Fomorian provides a potent tactical option which you can use to
gain a temporary advantage over your foes.
Evil, twisted descendants of a cursed race of giants, Fomorians are evil creatures which prey on the
fomorians live a life of cruelty and depravity deep in weak, using slavery to feed themselves and eating
the underdark. slaves who are unable to serve them. They bow only to
greater strength, so fomorians fit best into a party with
Fomorian Traits an evil character sufficiently strong to bend the
Fomorians share the following racial traits. fomorian to some degree of respect and subservience.
Creature Type. Giant
Ability Score Increase. +2 Strength, +1 Constitution. Fungi
Alignment. Evil, depraved creatures who bow only to
superior strength, moth fomorians are chaotic evil. Fungi are oversized plant creatures native to the
Size. Your size is medium. underdark, where the dark and damp provide excellent
Speed. Your base walking speed is 30 ft. environs for these creatures to thrive.
Curse of the Evil Eye. As an action, you may use your
Evil Eye ability, but on a failed save the creature is also
Fungi Traits
Fungi share the following racial traits.
afflicted with a magical deformity. The creature may
Creature Type. Plant
attempt a new saving throw at the end of each of its
Alignment. Typically unthinking plants, most fungi
turns, ending the effect on a success.
are neutral.
When you use this ability, choose one deformity
Size. Your size is medium.
from the list below.
Darkvision. You can see in dim light within 60 feet of
• Twisted Legs: Reduce the creature’s movement you as if it were bright light, and in darkness as if it
speed for 10 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 45
were dim light. You can’t discern color in darkness, only effect. You must maintain concentration during that
shades of gray. time, as if you were casting a spell.
No Hands. You are unable to wield weapons or wear Keen Senses. Vou have proficiency in the Perception
shields, and cannot use items which require skill.
manipulation, including spellcasting foci, wands, tools, Shriek. When a bright light or a hostile creature
etc. come within 30 ft. of you, you emit a shriek audible
Languages. You can understand, read, and write in within 300 feet of you. You continue to shriek until the
Common. disturbance moves out of range and for 1d4 rounds
Subrace. Choose one of these subraces. You gain the after. You may force yourself to stop shrieking as a
traits listed under your chosen subrace in addition to bonus action on your turn.
those listed above. Slam. Your unarmed strikes deal 1d8 bludgeoning
damage on a hit.
Gas Spore
Speed. Your base walking speed is 0 ft. Violet Fungus
Death Burst. When you drop to 0 hit points, you Speed. Your base walking speed is 30 ft.
explode in a cloud of spores and immediately die. Each Ability Score Increase. +1 Strength, +1 Dexterity, +1
creature within 20 feet of you must succeed on a Constitution.
Constitution saving throw or take 1d6 poison damage False Appearance. While motionless, you appear
and become infected with a disease on a failed save. indistinguishable from a normal fungus. You must
The DC of this saving throw is 8 + your proficiency spend one minute motionless before this ability takes
bonus + your Constitution modifier. The damage effect. You must maintain concentration during that
increases by 1d6 when you reach 5th level (2d6), 11th time, as if you were casting a spell.
level (3d6), and 17th level (4d6). Creatures immune to Rotting Touch. Your unarmed strikes deal 1d6
the poisoned condition are immune to this disease, necrotic damage on a hit.
and this ability has no effect on creatures which are Upon killing a creature with your rotting touch, the
already dead. creature’s body begins to decompose rapidly. If you die
Spores invade an infected creature's system, killing within 1 day, you regrow from the oldest body which
the creature in a number of hours equal to 1d12 +the you killed after 1 day. You are restored to life at 1 hit
creature's Constitution score, unless the disease is point. If you do not regrow from an affected body, a
removed. The disease can be removed magically, or normal violet fungus grows from the body and reaches
with a successful Wisdom (Medicine) check against the full size after 2d6 days.
original DC.
After the creature dies, you regrow from the Playing a Fungi
creature’s body with 1 hit point. If multiple infected Fungi are awakened plant creatures. Being magically
creatures die after being infected, you respawn from awakened has some effect on the creature depending
the first creature’s body. Each remaining effected body on who or what awakened them. Consider who or
spawns 2d4 tiny gas spores that grow to full size in 7 what awakened you, and your awakener’s effect on
days, and use the normal statistics for gas spores. your character’s personality.
Flight. You have a flying speed of 30 feet, and can
Gas Spore
hover. To use this speed, you can’t be wearing medium
With no ability increases, it’s hard to pick a class for the
or heavy armor. You are immune to the prone
gas spore. You’ll need to rely on the gas spore’s Touch
condition.
to fight, so consider classes which work well in melee
Touch. Your unarmed strikes deal 1d8 poison
like barbarian are monk. Death Burst can provide a
damage on a hit.
timely burst of area damage, but when your hit points
Shrieker get low be sure that you have a living enemy nearby to
Speed. Your base walking speed is 30 ft. infect.
Ability Score Increase. +2 Strength, +2 Constitution. Gas spores are borderline suicidal. They reproduce
False Appearance. While motionless, you appear by spawning from the dead bodies of other creatures.
indistinguishable from a normal fungus. You must This requires that you occasionally die and infect
spend one minute motionless before this ability takes nearby creatures. Since the effects of your spores can
kill your allies, be careful about where you are when

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 46
your Death Burst goes into effect, and make sure that Natural Armor. While unarmored, your AC is equal
someone in your party is proficient in Medicine. to 14 + your Dexterity modifier.
Rolling Stone. As a bonus action you may begin
Shrieker
rolling. While rolling, your base speed is doubled
Shriekers are simple creatures that defend themselves
(quadruple while rolling downhill). As a bonus action,
by bludgeoning foes with their bodies. Their excellent
you may stop rolling.
Strength and Constitution makes them excellent
When you use your action to Dash while rolling, you
barbarians and fighters, but their Shriek ability makes it
can use a bonus action to make one unarmed strike or
difficult for them to be subtle or stealthy.
to shove a creature. This causes you to stop rolling.
Violet Fungus Slam. Your unarmed strikes deal 1d8 bludgeoning
The violet fungus is physically capable, and has a damage on a hit.
potent natural weapon which deals necrotic damage. Stone Body. You are immune to the exhaustion,
Due to its reliance on natural weapons, classes like paralyzed, poisoned, and petrified conditions. In
barbarian and monk are good choices, but fighter may addition, you are immune to poison damage.
also be an option. Languages. You can speak, read, and write in Terran.
The violet fungus has the ability to regrow from
corpses of creatures killed by the fungus’s rotting Playing a Galeb Duhr
touch. This ability is potent, but you may need to keep Galeb Duhr are rocks. They’re big, durable brutes. They
track of bodies in order to know where you will regrow. make excellent Barbarians and Fighters, but don’t do
As bodies decompose, they will spawn normal violet well at range. Their walking speed is a problem, so be
fungi. These fungi are completely normal, and may be sure to use Rolling Stone tactically to get into melee
hostile to you’re and your allies, so be sure not to let range.
them become problems for your party. Because Galeb Duhr are typically summoned to
defend a location, they generally don’t have a reason
Galeb Duhr to go adventuring. Be sure to come up with a suitable
Galeb Duhr are earth spirits bound into a vaguely explanation for how your Galeb Duhr came into
humanoid form made of stone, frequently created to existence, and why it is off adventuring instead of
guard specific locations. They are renowned for their guarding something.
ability to remain in motion
Gargoyle
Galeb Duhr Traits A source of constant paranoia for adventurers,
Galeb Duhr share the following racial traits. gargoyles are evil creatures which disguise themselves
Creature Type. Elemental. You do not require air, as ordinary statues in order to ambush their prey.
food, drink, or sleep. Instead, you enter a restful state,
remaining semiconscious, for 4 hours a day. While Gargoyle Traits
resting, you can dream after a fashion; such dreams are Gargoyles share the following racial traits.
reflexive mental exercises inherent to your Creature Type. Elemental. You do not require air,
consciousness. After resting in this way, you gain the food, drink, or sleep. Instead, you enter a restful state,
same benefit that a human does from 8 hours of sleep. remaining semiconscious, for 4 hours a day. While
Ability Score Increase. +1 Strength, +1 Constitution. resting, you can dream after a fashion; such dreams are
Alignment. Though intelligent, Galeb Duhr’s reflexive mental exercises inherent to your
perception of the world is simple, and they are not consciousness. After resting in this way, you gain the
prone to great philosophical thought. Most Galeb Duhr same benefit that a human does from 8 hours of sleep.
are neutral. Ability Score Increase. +1 Strength or +1
Size. Your size is medium. Constitution.
Speed. Your base walking speed is 15 ft. Alignment. Gargoyles take great joy in harming
False Appearance. While motionless, you appear other creatures, especially sentient creatures. Most
indistinguishable from a boulder. You must spend one Gargoyles are chaotic evil.
minute motionless before this ability takes effect. You Size. Your size is medium.
must maintain concentration during that time, as if you Speed. Your base walking speed is 30 ft.
were casting a spell.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 47
Claws. Your unarmed strikes deal 1d4 slashing Dao
damage on a hit. Ability Score Increase. +1 Strength, +1 Constitution.
Darkvision. You can see in dim light within 60 feet of Alignment. Greedy, malicious, and vain, most dao
you as if it were bright light, and in darkness as if it are neutral evil.
were dim light. You can’t discern color in darkness, only Speed. Your base walking speed is 30 ft. You have a
shades of gray. burrow speed of 10 ft.
False Appearance. While motionless, you appear Earth Glide. You can burrow through non-magical,
indistinguishable from a statue. You must spend one unworked earth and stone. While doing so, you don't
minute motionless before this ability takes effect. You disturb the material you move through.
must maintain concentration during that time, as if you Earth Magic. You know the mold earth cantrip.
were casting a spell. Charisma if your spellcasting ability for this spell.
Flight. You have a flying speed of 30 feet. To use this Languages. You can speak, read, and write in Terran.
speed, you can’t be wearing medium or heavy armor.
Djinni
Natural Armor. While unarmored, your AC is equal
Ability Score Increase. +1 Strength, +1 Charisma.
to 12 + your Dexterity modifier.
Alignment. Jovial and mischievous, but not so prone
Stone Body. You are immune to the poisoned and
to the cruel tendencies of other genies, most djinni are
petrified conditions. In addition, you are immune to
chaotic good.
poison damage.
Speed. Your base walking speed is 30 ft.
Languages. You can speak, read, and write in Terran.
Air Magic. You know the gust cantrip. Charisma if
Playing a Gargoyle your spellcasting ability for this spell.
Lightning Resistance. You have resistance against
Gargoyles are tough, flying creatures. Their natural
lightning damage.
armor allows them to survive without armor, and they
Languages. You can speak, read, and write in Auran.
work well at range or in melee. However, their slow
walking speed means that they have trouble getting Efreeti
around in places where they can’t fly. Ability Score Increase. +1 Constitution.
Gargoyles are patient ambush predators, and Alignment. Cruel, spiteful tyrants, most efreeti are
typically disguise themselves as statues for centuries lawful evil.
while waiting for a mortal to wander by. With such a Speed. Your base walking speed is 35 ft.
sedentary personality, you’ll need to consider a good Fire Resistance. You have resistance against fire
reason why a gargoyle would go off adventuring. damage.
Hurl Flame. You know the fire bolt cantrip. Charisma
Genies if your spellcasting ability for this spell.
Potent denizens of the elemental planes, genies are Languages. You can speak, read, and write in Ignan.
famed for their wealth and stature, and for their ability Marid
to grant wishes. Ability Score Increase. +1 Intelligence, +1 Wisdom.
Alignment. Self-centered and egotistical, but not
Genie Traits outright malicious, most marid are chaotic neutral.
Genies share the following racial traits. Speed. Your base walking speed is 30 ft. You have a
Creature Type. Elemental swim speed of 30 ft.
Size. Your size is medium. Water Magic. You know the shape water cantrip.
Elemental Demise. If you die, your body Charisma if your spellcasting ability for this spell.
disintegrates, leaving behind only equipment you were Languages. You can speak, read, and write in Aquan.
wearing and a trace of your native elemental energy.
Flight. You have a flying speed of 30 feet. To use this Playing a Genie
speed, you can’t be wearing medium or heavy armor. Genies are haughty and self-assured, and believe
Subrace. Choose one of these subraces. You gain the themselves second only to deities. They take pride in
traits listed under your chosen subrace in addition to material wealth, in keeping slaves, and in their
those listed above. impressive homes. The desire for prestige, material
wealth, or political gain might motivate a genie to

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 48
pursue a life of adventure outside of the genie’s native Ghouls are cannibalistic undead that hunt in packs,
plane. seeking humanoid flesh.
Dao Ghoul Traits
Dao are strong and durable. Their ability to glide
Ghouls share the following racial traits.
through earth allows them to be extremely mobile. To
Creature Type. Undead. You don’t require air, food,
capitalize on these abilities, consider classes like
drink, or sleep. Instead, you enter a restful state,
barbarian and fighter.
remaining semiconscious, for 4 hours a day. While
Dao are greedy, egotistical creatures. They can be a
resting, you can dream after a fashion; such dreams are
strong presence in an evil party, and despite their lack
reflexive mental exercises inherent to your
of charisma might serve as a suitable party leader
consciousness. After resting in this way, you gain the
through force. Other party members might be grudging
same benefit that a human does from 8 hours of sleep.
equals, willing subordinates, or possibly slaves.
Ability Score Increase. +1 Dexterity.
Djinni Alignment. Ghouls are undead cannibals. Ghouls are
The djinni’s strength and charisma makes them nearly always Chaotic Evil.
excellent paladins, sorcerers, and warlocks. They can Size. Your size is medium.
also serve as purple dragon knight fighters. Speed. Your base walking speed is 30 ft.
Djinni are the friendliest of genies. They treat their Claws. Your unarmed strikes deal 1d8 slashing
slaves like favored servants, deserving both of respect damage on a hit.
and protection. They can also be bent to service or Darkvision. You can see in dim light within 60 feet of
cooperation with flattery and bribes. A djinni in a party you as if it were bright light, and in darkness as if it
might have been convinced by one of the party were dim light. You can’t discern color in darkness, only
members, or it might view the rest of the party as its shades of gray.
slaves. Regardless, djinni react harshly to betrayal by Ghoulish Resistance. You are immune to the
those whom it trusts. Charmed, Exhausted, and Poisoned conditions, and you
are immune to Poison damage.
Efreeti
Paralyzing Claws. On a successful melee attack with
Efreeti are fast and durable, but lack the strength or
your claws, you may attempt to paralyze the target.
charisma of other genies. They work well in any class,
The target must make a Constitution save against a DC
though they lack an aptitude for any specific task. Their
equal to 8 + your proficiency bonus + your Constitution
Constitution increase may be helpful for classes like
modifier. On a failure, the target is paralyzed for 1
barbarian, fighter, and monk, but their increased speed
minute. Elves and undead are immune to this effect.
can be helpful for rangers, rogues, and spellcasters.
At the end of the creature’s turn, they may attempt
Efreeti don’t play well with others. They’re cruel
this save again, ending the effect on a successful saving
masters, so making the party slaves can be problematic
throw.
for a group of players. Efreeti also don’t particularly
You may not use this ability again until you have
like being bound to service, but this may be preferable
completed a long rest.
to letting the efreeti take command. Consider your
Languages. You can speak, read, and write in
character’s place in the party carefully before
Common.
considering the efreeti.
Marid Playing a Ghoul
The marid’s abilities make it an excellent spellcaster. Ghouls work well in the dark. Their Darkvision and
Cleric, druid, and wizard are all obvious choices but Paralyzing Claws make them excellent assassins, so
don’t overlook eldritch knight fighter or arcane they excel as Rogues. Their Dexterity also helps them
trickster rogue. as Monks, Rangers, and sometimes as Fighters.
Marid are egomaniacs, so their retelling of events Because Ghouls are evil, flesh-eating undead, they
may often overshadow the presence of other party often have issues traveling among civilized people. Be
members. If the rest of the party can endure this, sure to find ways to disguise your true nature in places
marids fit easily into many parties. where it might be a liability, and seek out allies who
are willing to tolerate your cannibalistic
Ghouls nature.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 49
Ghosts [Template: Acquired] this time, the ghost has vulnerability to all damage
types, and if it is reduced to 0 hit points it is destroyed
The most common undead spirit, ghosts are the spirits as described below.
of the dead trapped in the realm of the living until they Second, the ghost can be destroyed like any other
complete some unfinished business. creature by “killing” it. This permanently destroys the
ghost’s immortal soul, and it cannot be raised from the
Becoming a Ghost dead by any magic short of a Wish spell.
Any formerly living mortal creature whose body and In either case, the ghosts body dissolves into mist
soul are separate entities (such as most humanoids, and vanishes. Any equipment which it retained upon
but excluding creatures like elementals and fiends) can being revived as a ghost (see above) vanishes. Any
become a ghost by dying with unfinished business. This other items which the ghost acquired after being
business is typically of great emotional importance to revived fall to the ground in the ghost’s space.
the dead creature, but the exact nature varies widely
from ghost to ghost. It might be the defeat of some Ghost Traits
nefarious villain, the recovery of a prized possession, or Hit Points
witnessing a long-awaited event such as the blooming Hit Dice. 1d8 per ghost level
of a rare flower. Hit Points at Higher Levels. 1d8 (or 5) + your
Upon their death, at the Dungeon Master’s Constitution modifier per ghost level
Discretion, the creature can be reanimated as a ghost.
In this case, the creature returns as a ghost the Traits
following night at sunset close to the creature, object, Ghosts gain the following traits at each level, as
or location which is the subject of their Haunt trait. Any indicated on the table below.
non-magical equipment which the new ghost was Level Features
wearing or wielding (such as armor, weapons, and 0 Creature Type, Alignment, Haunt, Unfinished
spellcasting foci) appear on the ghost in ghostly form. Business, Ghostly Manifestations
These items function as normal for the ghost, but if the 1 Undead Nature, Ghostly Flight, Ethereal Sight,
ghost willingly discards them them they turn to mist Withering Touch, Horrifying Vissage, Possession
and are permanently destroyed. The real items remain Creature Type. You replace your current creature
wherever they were at the time of the ghost’s revival, type with Undead, but retain any subtypes.
as do any magic items which the ghost bore at the time You don’t require air, food, drink, or sleep. Instead,
of its death. you enter a restful state, remaining semiconscious, for
Upon gaining the Ghost template, the character 4 hours a day. While resting, you can dream after a
immediately gains the traits listed for level 0 under fashion; such dreams are reflexive mental exercises
Ghost Traits, below. inherent to your consciousness. After resting in this
In addition, the character's growth and training are way, you gain the same benefit that a human does
affected. The next time the character gains enough from 8 hours of sleep.
experience to gain a level, instead of selecting a class in Alignment. While becoming a ghost does not
which to take a new level the character immediately guarantee a change to your alignment, the
gains a level of the Ghost template. circumstance of your death may affect your alignment.
Once a creature becomes a Ghost, it cannot be Many ghosts of good people return crazed and
raised from the dead until it completes its unfinished vengeful, while ghosts of villains might return
business, or it has been destroyed. remorseful and repentant. In either case, your
alignment might also shift over time if you remain a
Destroying a Ghost ghost for a long time, as the horror of your existence
Ghosts can be destroyed in two ways. First, by weighs on you. Whether your alignment changes, how,
completing their unfinished business. This causes the and when are all determined by the Dungeon Master.
ghost to immediately pass on to whatever fate would Haunt. Upon reanimating as a ghost, you begin to
normally await their dead soul. The ghost may attempt haunt a creature, object, or location related to your
to cling to existence by succeeding on a Charisma death. The subject of your haunt is determined by the
saving throw at the beginning of its turn. This save DC Dungeon Master. Whenever you take a long rest, you
begins at 10 and increases by 1 every round. During must do so near or inside of the subject of your haunt.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 50
Unfinished Business. You are bound to undeath by Withering Touch. Your unarmed strikes deal 1d8
some unfinished business, and memories of your necrotic damage on a hit.
former life haunt you. The exact nature of your Horrifying Vissage. As an action, you can twist your
unfinished business is determined by the Dungeon appearance into a horrifying visage to frighten other
Master, but should be closely tied to the subject of creatures. Any non-undead creatures in a 30-foot cone
your Haunt trait. must make a Wisdom saving throw or become
Upon completing your business, you die frightened. The DC of this saving throw is 8 + your
permanently, and your spirit passes on (see proficiency bonus + your Charisma modifier. A
“Destroying a Ghost”, above). However, until you do so frightened target can repeat the saving throw at the
objects of significance from your former life fill you end of each of its turns, ending the frightened
with dread and make you more vulnerable. These condition on itself on a success.
objects might be favorite possessions, the instruments This effect lasts up to one minute. You must
of your untimely demise, or even a person of great maintain concentration during that time, as if you were
significance from your former life. These objects must casting a spell. If you lose concentration, the frightened
be presented in a way which is specifically traumatic to condition ends for all affected creatures.
you, such as torture implements laid out in a torture After you use this ability, you can't use it again until
chaimber, a former lover in the company of a rival, or a you complete a long rest.
favored possession in the hands of a thief. Possession. As an action, you may attempt to
Alternatively, a creature can spend their action to hold possess a creature within 5 feet that is of the same
the object aloft, forcing you to suffer this vulnerability creature type which you were while alive. The creature
while they continue to do so. must make a Charisma saving throw, or be possessed.
While vulnerable this way, you have vulnerability to The DC of this saving throw is 8 + your proficiency
all damage types. In addition, if you are reduced to 0 bonus + your Charisma modifier. On a failed saving
hit points, you are immediately destroyed (see throw, you disappear into the target, and the target
“Destroying a Ghost”, above). If you are already at 0 hit loses control of its actions. The creature may repeat
points when you are made vulnerable, you are not this saving throw at the end of each of your turns.
immediately destroyed, but suffering any damage in You now control the body but don't deprive the
this state immediately destroys you. target of awareness. You can't be targeted by any
Ghostly Manifestations. Sensations of profound attack, spell, or other effect, except ones that turn
sadness, loneliness, and unfulfilled yearning emanate undead, and you retain your alignment, Intelligence,
surround you. Strange sounds or unnatural silences Wisdom, Charisma, and class features. You otherwise
create an unsettling atmosphere. Cold spots settle in use the possessed target's statistics, but don't gain
rooms that have roaring fires when you enter. A access to the target's knowledge, class features, or
choking stench might seep into the area, inanimate proficiencies.
objects might move of their own accord, and corpses You may possess a creature for up to 1 minute. You
might rise from the grave. must maintain concentration during that time, as if you
You have no control over these manifestations; they were casting a spell. You may prematurely end the
simply occur. The exact behavior of these effect as a bonus action. When the effect ends, you
manifestations is determined by the Dungeon Master. reemerge into an occupied space withing 5 feet of the
Undead Nature. You have resistance to necrotic creature.
damage. You have vulnerability to radiant damage. Any time that the creature takes damage while you
Ghostly Flight. All of your existing movement speeds possess it, both you and the creature take the damage
are reduced to 0, but are not lost. You have a fly speed (after applying any resistances which the creature
of 30 feet. You may replicate any movement type for might have, but ignoring any of yours). In addition,
which you have a movement speed (burrowing, each time the creature takes damage it may attempt
climbing, walking, etc.) using your fly speed by the saving throw again, ending this effect on a success.
pantomiming the motions of movement. After you use this ability, you can't use it again until
Ethereal Sight. You can sense the presence of any you complete a long rest.
creature within 30 feet of you that is invisible or on the
Ethereal Plane. You can pinpoint such a creature that is Giants
moving.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 51
Ancient creatures resembling gigantic humanoids. Alignment. Violent raiders who respect nothing but
Giants live within a rigid social structure called the the ordning and physical might, most frost giants are
ordning, and serve ancient giant deities over the deities neutral evil.
revered by other races. Speed. Your base walking speed is 35 ft.
Born of Winter. You have resistance against cold
Giant Traits damage.
Giants share the following racial traits.
Hill Giant
Creature Type. Giant
Ability Score Increase. +2 Strength, +2 Constitution.
Size. Your size is medium.
Alignment. Motivated by little more than hunger
Powerful Build. You count as one size larger when
and prone to fits of rage, most hill giants are chaotic
determining your carrying capacity and the weight you
evil.
can push, drag, or lift.
Speed. Your base walking speed is 30 ft.
Rock. As a ranged weapon attack you can conjure
Natural Armor. While unarmored, your AC is equal
and throw a large rock with a free hand. This attack has
to 13 + your Dexterity modifier.
a range of 20/60 ft., and deals 1d6 + your Strength
modifier bludgeoning damage on a hit. Stone Giant
Languages. You can speak, read, and write in Ability Score Increase. +1 Strength, +1 Dexterity.
Common and Giant. Alignment. Reclusive and caring little for the outside
Subrace. Choose one of these subraces. You gain the world, most stone giants are neutral.
traits listed under your chosen subrace in addition to Speed. Your base walking speed is 30 ft.
those listed above. Camouflage. You have advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Cloud Giant
Darkvision. You can see in dim light within 60 feet of
Ability Score Increase. +1 Wisdom, +1 Charisma.
you as if it were bright light, and in darkness as if it
Alignment. Cloud giants primarily worship Memnor,
were dim light. You can’t discern color in darkness, only
the giant trickster deity. Depending on the giant’s
shades of gray.
favorite aspects of Memnor, a cloud giant is usually
Rock Catching. If a rock or similar object is hurled at
either neutral good or neutral evil.
you, as a Reaction you can, with a successful Dexterity
Speed. Your base walking speed is 35 ft.
saving throw, catch the missile and take no
Cloud Magic. You know the light cantrip. Upon
bludgeoning damage from it. This DC is 10, + 5 for each
reaching third level, you can cast the fog cloud spell
size category by which the attacked is larger than you.
each once per day. Charisma is your spellcasting ability
for these spells. Storm Giant
Keen Smell. You have advantage on Wisdom Ability Score Increase. +1 Strength, +1 Wisdom.
(Perception) checks that rely on smell. Alignment. Benevolent, but bound only by their own
moral compass, most storm giants are chaotic good.
Fire Giant
Speed. Your base walking speed is 30 ft. You have a
Ability Score Increase. +1 Strength, +1 Constitution.
swim speed of 30 ft.
Alignment. Brutal tyrants who work their slaves to
Amphibious. You can breathe air and water.
death in fields and in mines, most fire giants are lawful
Born of the Storm. You have resistance to thunder
evil.
damage.
Armor Training. You have proficiency with light and
Storm Magic. You know the shocking grasp cantrip.
medium armor.
Wisdom is your spellcasting ability for this spell.
Born of Flame. You have resistance against fire
damage.
Playing a Giant
Master Craftsmen. You are proficient with one set of
Giants are widely varied in personality, but all live
artisan’s tools of your choice.
within the Ordning. Ordning politics might provide
Speed. Your base walking speed is 25 ft.
numerous motivations for giants who are commanded
Frost Giant by higher-ranking giants, or they might choose to
Ability Score Increase. +2 Strength, +1 Constitution. adventure in order to advance their own status.
Remember that all giants have the ability to throw
stones, so they are never without a weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 52
Cloud Giant adopt a life of adventure after briefly seeing a group of
Cloud giants are potent spellcasters among giant kind, adventurers (likely before killing and eating them).
and their abilities make them excellent clerics, druids,
Stone Giant
sorcerers, and warlocks.
Stone giants are the nimblest of giants. Despite their
Cloud giants are second only to the storm giants in
strength, they also make excellent rangers and rogues,
the ordning, and as such rely on lower giants to do
though their abilities work just as well for fighters.
much of their dirty work, especially when violence is
Stone giants are typically reclusive, and view the
required. Cloud giants are motivated by status and
surface world as a surreal dream-world where nothing
displays of wealth, and often gamble on events in
is real. As such, their behavior might be erratic while
mortal lands to gain both. A clever giant might move to
they are above ground, making them a potential
influence such events directly, perhaps even walking
liability to surface-dwelling allies.
among mortals to cheat other gamblers. So long as
they don’t get caught, even other cloud giants consider Storm Giant
this a clever decision. Storm giants are strong and wise, making them
excellent clerics and druids. Their ability to throw
Fire Giant
stones and cast shocking grasp give them reliable
Fire giants are strong and tough like most giants. Their
combat options even without a weapon at hand.
resistance to fire and easy access to armor allows them
Storm giants are wise, patient seers. When they
to succeed in classes which would normally require
venture from their secluded homes, they do so with
high dexterity to survive frequent combat in light
great purpose toward a long-term vision which might
armor. Consider classes like barbarian, fighter, and
reach well beyond the lifespans of shorter-lived races
ranger.
like humans or elves.
Fire giants are fiercely militaristic, seeking to
conquer and enslave lands near their homes in order to Gibbering Mouther
feed their communities of smiths, artisans, and
soldiers. A fire giant might take to life of adventure to Horrifying creatures resembling amoeba made of eyes
acquire resources for their forge, or they might be and toothy maws, known for their ability to drive prey
commanded to do so by a giant higher in the Ordning. to madness with their insane gibbering.

Frost Giant Gibbering Mouther Traits


Frost giants are strong and remarkably quick for such a Gibbering mouthers share the following racial traits.
bulky creature. Use your improved speed to your Creature Type. Aberration
advantage in melee combat. Consider classes like Ability Score Increase. +2 Constitution.
Barbarian and Fighter which excel in combat. Alignment. Despite being a horrifying abomination,
Falling on the lower half of the Ordning, frost giants gibbering mouthers are motivated by little more than
have little political influence among giants. They are simple instinct, so most gibbering mouthers are
motivated mostly by the need to gather food and neutral.
weaponry to survive their homelands. Still, since they Size. Your size is medium.
are so low-ranking, many giants could compel a frost Speed. Your base walking speed is 20 ft. You have a
giant to a life of adventure for those giants’ own swim speed of 20 ft.
purposes. Amoeboid. Your body is a gelatinous, amoeboid
Hill Giant form. You are unable to wear armor. You have no arms
Hill giants are big dumb slabs of meat. They make fine or hands, and are unable to wield weapons or wear
Barbarians and Fighters, but have little utility beyond shields, and cannot use items which require
smashing things. manipulation, including spellcasting foci, wands, tools,
Hill giants have simple personalities and emotions, etc.
and are prone to fits of rage. Party members need to Bites. Your unarmed strikes deal 1d8 slashing
be cautious not to offend the hill giant or make the damage on a hit.
giant feel inadequate in any way lest they enrage the Blinding Spittle. As an action, you can spit a chemical
hill giant. Hill giants lack any real culture, instead glob at a creature which you can see within 15 feet of
adopting whatever cultures they have been able to you. The glob explodes in a blinding flash of blinding
observe recently. This mimicry might lead a hill giant to light. The creature must succeed on a Dexterity saving

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 53
throw or be blinded until the end of your next turn. Gith Traits
The DC of this saving throw is 8 + your proficiency Gith share the following racial traits.
bonus + your Constitution modifier. Creature Type. Humanoid (gith)
After you use this ability, you can't use it again until Ability Score Increase. +1 Dexterity.
you complete a short or long rest. Size. Your size is medium.
Gibber. As an action, you can babble incoherently. Speed. Your base walking speed is 30 ft.
Each creature that is within 20 feet of you and can hear Psychic Strikes. Starting at third level, as a bonus
you must succeed on a Wisdom saving throw. The DC action, you may focus your psionic energies behind
of this saving throw is 8 + your proficiency bonus + your attacks. For one minute, your melee weapon
your Charisma modifier. On a failure, the creature can't attacks deal an additional 1d6 psychic damage, and are
take reactions until the start of its next turn and rolls a treated as attacks from a magic weapon. You must
d8 to determine what it does during its turn. On a 1 to maintain concentration during that time, as if you were
4, the creature does nothing. On a 5 or 6, the creature casting a spell.
takes no action or bonus action and uses all its After you use this ability, you can't use it again until
movement to move in a randomly determined you complete a short or long rest.
direction. On a 7 or 8, the creature makes a melee Languages. You can speak, read, and write in Gith.
attack against a randomly determined creature within Subrace. Choose one of these subraces. You gain the
its reach or does nothing if it can't make such an traits listed under your chosen subrace in addition to
attack. those listed above.
After you use this ability, you can't use it again until
you complete a short or long rest. Githyanki
Trip. If you hit a creature with an unarmed strike, Githyanki share the following racial traits in addition to
you may attempt to shove the target prone as a bonus the racial traits share by all Gith.
action (see “Shoving a Creature”, page 195 of the Ability Score Increase. +1 Strength.
Player’s Handbook). Alignment. Githyanki are a heavily war-like race,
Languages. You can speak, read, and write in devoting their entire existence to hunting their former
Common. masters. Most Githyanki are Lawful Evil.
Psionics. You know the mage hand Cantrip, and
Playing a Gibbering Mouther when you cast it the hand is invisible. Once you reach
The gibbering mouther is a strange creature. Without 3rd level, you can cast jump once per day. Once you
the ability to use spellcasting foci or perform somatic reach 5th level, you can cast misty step once per day.
components. Instead, look for classes that work well in Once you reach 7th level, you can cast nondetection
melee. Without the ability to wear armor, barbarian is (self only) once per day. Wisdom is your spellcasting
an obvious choice to capitalize on the gibbering ability for these spells.
mouther’s strong Constitution, but fighter and monk Githzerai
can also be options. Githzerai share the following racial traits in addition to
As a horrifying monster with vaguely-defined origins, the racial traits share by all Gith.
gibbering mouthers are a strange addition to any party. Ability Score Increase. +1 Wisdom.
An evil (or at least sufficiently permissive) party might Alignment. Githzerai are contemplative and
welcome such a hideous creature, but expect them to philosophical, devoting their efforts and abilities to
treat you like the monstrosity that you are. defending themselves and their monasteries against
the predations of the Illithids and the hostility of the
Gith Githyanki. Most Githzerai are Lawful Neutral.
Githyanki and Githzerai were once on race enslaved by Psionics. You know the mage hand Cantrip, and
Illithids. A great leader named Gith led them to when you cast it the hand is invisible. Once you reach
freedom, but their race divided between the leadership 3rd level, you can cast feather fall, jump, and shield
of Gith and that of Zerthimon. Since then, the two spells each once per day. Once you reach 5th level, you
races have remained completely separate, and hate can cast see invisibility once per day. Wisdom is your
each other bitterly. spellcasting ability for these spells.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 54
Playing a Gith that Gnolls formed from hyenas, and that is a great
Gith are skilled warriors with potent psionic abilities. insight into their personalities and behavior. Hyenas
Githyanki make excellent Barbarians, Fighters, Rangers, are opportunistic pack hunters, and will attack
and occasionally Rogues. Githzerai make excellent ruthlessly when they have an overwhelming chance of
Druids, Monks, and Rangers. victory, but are smart enough to retreat when they are
Both Gith subraces share a mutual hatred of Mind outmatched or when things are going poorly.
Flayers, and hunting and killing them is an important Consider also why your character departed his tribe.
part of both Gith cultures. Because this task is so Was he or she driven out for some transgression? Are
central to the cultures of the two subraces, it makes they fleeing a power struggle? Was their tribe
and excellent justification for adventuring. destroyed or scattered by adventurers or a rival group?

Gnolls Goblins
The vial spawn of the demon lord Yeenoghu, Gnolls are A staple of fantasy settings, goblins are small, evil
a savage race of hyena-like humanoids with a wild humanoids who live in the wild places of the world,
penchant for violence and destruction. They are occasionally ranging into civilized lands to kill, loot, and
formidable warriors, forming tribes dominated by a pillage.
single alpha who rose to power through strength, Goblins are the smaller of goblinoid kind, but
violence, and cunning. frequently ally with Bugbears and Hobgoblins for
mutual strength when they attack civilized races.
Gnoll Traits
Gnolls share the following racial traits. Goblin Traits
Creature Type. Humanoid (Gnoll) Goblins share the following racial traits.
Ability Score Increase. +2 Strength. Creature Type. Humanoid (Goblinoid)
Alignment. Gnolls are descendants of the demon Ability Score Increase. +2 Dexterity.
lord Yeenoghu. They are bereft of anything resembling Alignment. Goblins revel in theft, murder, and
a conscience, motivated only by the need to kill and inflicting pain on other creatures. Goblins are almost
destroy. Gnolls are nearly always chaotic evil. always Chaotic Evil.
Size. Your size is medium. Size. Your size is small.
Speed. Your base walking speed is 30 ft. Speed. Your base walking speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only were dim light. You can’t discern color in darkness, only
shades of gray. shades of gray.
Rampage. When you reduce a creature to 0 hit Stealthy. You have proficiency in the Stealth skill.
points with a melee attack on your turn, you can take a Nimble Escape. You can take the Disengage or Hide
bonus action to move up to half your speed and make action as a bonus action.
a bite attack. Languages. You can speak, read, and write in
Bite. Your unarmed strikes deal 1d4 piercing damage Common and Goblin.
on a hit.
Languages. You can speak, read, and write in Playing a Goblin
Common and Gnoll. Goblins are cowardly and weak on their own, but work
well in groups, especially when there are larger
Playing a Gnoll members to draw attention away from the goblin. As
Gnolls are normally murderous, rampaging maniacs. such, Goblins often make excellent Rangers and
While this is fine for something that the party needs to Rogues, allowing them to capitalize
defeat in battle, it’s a bit of a problem for a player On their natural Dexterity while other allies draw the
character. Unless your party is a group of similarly- ire of the party’s foes.
motivated psychopaths, you may want to grant your Goblins rarely depart from their home, as they are
Gnoll a higher purpose than simple violence. safest among the multitudes of their own kind. If you
While it’s not emphasized in the Gnoll’s abilities plan to play a goblin among other races, be sure to find
(either here or in the monster stat block), remember

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 55
a suitable reason why your character left their home Once you go berserk, you continue to do so you are
and fell in with the party. destroyed or regain all of your hit points.
After one minute, you may attempt to calm yourself
Golems by making a Wisdom save against a DC of 15. On a
Enduring creatures built to serve their master’s success, you regain control of your actions. On a
commands, golems are magical juggernauts wrought failure, you continue to go berserk. You do not need to
from humble materials. roll a d6 at the beginning of your turns unless you take
additional damage which leaves you below half of your
Golem Traits maximum hit points.
Golems share the following racial traits. While you are going berserk a trusted ally may
Creature Type. Construct. You do not require air, attempt to calm you by speaking in in a calm, firm
food, drink, or sleep. Instead, you enter a restful state, voice as an action. You must be able to hear the ally,
remaining semiconscious, for 4 hours a day. While who makes a Persuasion check against a DC of 15. On a
resting, you can dream after a fashion; such dreams are success, you are calmed just as if you passed the
reflexive mental exercises inherent to your Wisdom save to calm yourself.
consciousness. After resting in this way, you gain the Natural Armor. While unarmored, your AC is equal
same benefit that a human does from 8 hours of sleep. to 13 + your Dexterity modifier.
Ability Score Increase. +1 Strength, +1 Constitution Haste. You can momentarily increase your speed,
Alignment. Constructs built to serve their master’s striking swiftly and evading blows with ease. Until the
will without complaint, most golems are neutral. end of your next turn, you magically gain a +2 bonus to
Size. Your size is medium. AC, have advantage on Dexterity saving throws, and
Speed. Your base walking speed is 30 ft. can make a melee weapon attack as a bonus action.
Can’t Speak. You are unable to speak, but are still After you use this ability, you can't use it again until
able to read, write, and understand any languages you complete a short or long rest.
which you know. You are unable to perform verbal Unstable Form. Your body is not completely rigid,
spell components. and your limbs often fluctuate in size and shape as you
Immutable Form. Your body is composed of move. You are unable to wear armor, but may still use
inanimate materials, compelled to move by magic. You shields.
are immune to the Exhaustion, Paralyzed, Petrified, Flesh Golem
and Poisoned conditions, and to poison damage. You Aversion to Fire. If you take fire damage, you suffer
are immune to any spell or effect which would alter disadvantage on attack rolls and ability checks until the
your form. end of your next turn.
Slam. Your unarmed strikes deal 1d4 bludgeoning Berserk. Whenever you start your turn with half of
damage on a hit. your maximum hit points or fewer and are not
Languages. You can understand, read, and write in incapacitated, roll a d6. On a 6, you go berserk. On
Common. each of your turns while berserk, you attack the
Subrace. Choose one of these subraces. You gain the nearest creature you can see. If no creature is near
traits listed under your chosen subrace in addition to enough to move to and attack you attack an object,
those listed above. with preference for an object smaller than yourself.
Clay Golem Once you go berserk, you continue to do so you are
Acid Resistance. You have resistance to acid destroyed or regain all of your hit points.
damage. After one minute, you may attempt to calm yourself
Berserk. Whenever you start your turn with half of by making a Wisdom save against a DC of 15. On a
your maximum hit points or fewer and are not success, you regain control of your actions. On a
incapacitated, roll a d6. On a 6, you go berserk. On failure, you continue to go berserk. You do not need to
each of your turns while berserk, you attack the roll a d6 at the beginning of your turns unless you take
nearest creature you can see. If no creature is near additional damage which leaves you below half of your
enough to move to and attack you attack an object, maximum hit points.
with preference for an object smaller than yourself. While you are going berserk a trusted ally may
attempt to calm you by speaking in in a calm, firm
voice as an action. You must be able to hear the ally,

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 56
who makes a Persuasion check against a DC of 15. On a Because golems are strong and durable and have
success, you are calmed just as if you passed the resistances to damage types and special effects, they
Wisdom save to calm yourself. do well as front-line classes like fighter.
Lightning Immunity. You are immune to lightning
Clay Golem
damage.
Clay golems have enough natural armor to match light
Iron Golem armor, but lack the ability to wear real armor. As such,
Body of Iron. Your AC is equal to 18. You gain no you’ll need to find other ways to boost your AC, like a
benefit from wearing armor, but may still wear shields high Dexterity score. Be sure to use your Haste ability
normally. to the best possible effect, like when you have
Poison Breath. As an action, you can breathe poison Advantage on your attacks for a round, or when you’re
in a 15 foot cone. Each creature in that cone must expecting to suffer multiple attacks before your next
make a Dexterity saving throw. The DC for this saving turn.
throw equals 8 + your Constitution modifier + your Clay golems are the easiest golems to construct, if
proficiency bonus. A creature takes 2d6 poison damage only because their materials can be easily gathered.
on a failed save and half as much damage on a However, their relatively soft forms are less able to
successful one. The damage increases to 3d6 at 6th contain the earth elemental which gives them
level. 4d6 at 11th level, and 5d6 at 16th level. movement, so they’re prone to fits of rage when they
After you use this ability, you can't use it again until become damaged. Be very careful to avoid triggering
you complete a short or long rest. Berserk as much as possible, or at least to let it run its
course away from your friends and allies.
Stone Golem
Body of Stone. Your AC is equal to 18. You gain no Flesh Golem
benefit from wearing armor, but may still wear shields Flesh golems suffer the same Berserk tendencies as
normally. clay golems, so take the same precautions. They are
Slow. You can target one or more creatures within also immune to lightning damage, but suffer penalties
10 feet of you and magically slow their movements. when they suffer fire damage. Fire is a common threat
Each target must make a Wisdom saving throw against to any adventurer, so do whatever you can to avoid it.
this magic. The DC of this saving throw is 8 + your Unlike other golems, flesh golems can wear armor
proficiency modifier + your Constitution bonus. On a like a humanoid would.
failed save, a target can't use reactions, its speed is
Iron Golem
halved, and it can't make more than one attack on its
Iron golems are extremely durable. Their heavy iron
turn. In addition, the target can take either an action or
skin is as good as plate armor. The iron golem’s breath
a bonus action on its turn, not both.
weapon provides a useful way to handle groups of
These effects last for 1 minute. You must maintain
nearby foes which often present problems for
concentration during that time, as if you were casting a
characters using weapons over spells.
spell. A target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a Stone Golem
success. Stone golems are just as durable as iron golems, but
After you use this ability, you can't use it again until trade the iron golem’s poison breath for the ability to
you complete a long rest. magically slow nearby foes. Slow provides a great way
to prevent foes from running away quickly or from
Playing a Golem easily reaching your allies, but since you can only use it
Golems share a lot. Their personalities are essentially once per day be sure to use it to great effect.
identical, and they share a lot of traits. Golems are
typically unthinking servitors, so consider what might Gorgon
have caused your character to gain greater intelligence, Horrible predators resembling bulls made of metal,
and consider what they have chosen to do with that gorgons are famous for petrifying their pray before
intelligence. Perhaps their last received instruction led devouring them.
them to a life of adventure, or perhaps they are
seeking a higher purpose for themselves. Gorgon Traits
Gorgons share the following racial traits.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 57
Creature Type. Monstrosity Creature Type. Aberration
Ability Score Increase. +1 Strength, +1 Constitution. Ability Score Increase. +1 Strength, +1 Dexterity.
Alignment. Despite their horrifying nature, gorgons Alignment. Vicious creatures with no quandaries
are intellectually simple beasts motivated by animal about eating sentient creatures, most grell are neutral
instinct, so most gorgons are neutral. evil.
Size. Your size is medium. Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Speed. Your base walking speed is 10 ft.
Darkvision. You can see in dim light within 60 feet of Beak. Your unarmed strikes deal 1d8 slashing
you as if it were bright light, and in darkness as if it damage on a hit.
were dim light. You can’t discern color in darkness, only Blind Senses. You have no eyes, and are blind (and
shades of gray. therefore immune to the Blinded condition). You have
Hoof. Your unarmed strikes deal 1d8 bludgeoning blindsight 30 ft.
damage on a hit. Flight. You have a flying speed of 30 feet and can
Metal Skin. Your AC is equal to 18. You gain no hover. To use this speed, you can’t be wearing medium
benefit from wearing armor. or heavy armor. You are immune to the Prone
No Hands. You are unable to wield weapons or wear condition.
shields, and cannot use items which require No Hands. You are unable to wield weapons or wear
manipulation, including spellcasting foci, wands, tools, shields, and cannot use items which require
etc. manipulation, including spellcasting foci, wands, tools,
Petrifying Breath. As an action, you can breathy etc.
petrifying gas in a 15-foot cone. Each creature in that Languages. You can speak in Grell.
area must succeed on a Constitution saving throw. The
DC of this saving throw is 8 + your proficiency bonus + Playing a Grell
your Constitution modifier. Grell are vicious flying predators. Their mobility and
On a failed save, a target begins to turn to stone and blindsight allow them to ambush foes who might be
is restrained. The restrained target must repeat the impeded by darkness. However, the limited range of
saving throw at the end of its next turn. On a success, blindsight makes them vulnerable in large, open areas.
the effect ends on the target. Creatures that are Consider classes which fare well in melee combat like
immune to petrification are immune to this effect. barbarian, fighter, and monk. Also consider classes
This effect lasts up to one minute. You must which benefits from the grell’s mobility like rogue.
maintain concentration during that time, as if you were Grell are typically solitary creatures, which makes
casting a spell. them an odd party member. They don’t have any real
After you use this ability, you can't use it again until ambition for treasure, fame, or power, but they really
you complete a short or long rest. enjoy eating sentient creatures, which may be enough
Languages. You can read and understand Common. to motivate them to join an evil party.

Playing a Gorgon Grick


The gorgon is a strong, durable beast with a potent Gricks are snake-like ambush predators which primarily
breath effect. Because the range of petrifying breath is dwell underground. They live in packs around an alpha,
short, choose a class which works well in melee typically the largest and best-fed of the group.
combat. Barbarian, fighter, and paladin are obvious
choices, but ranger and rogue may also work. Grick Traits
Gricks share the following racial traits.
Grell Creature Type. Monstrosity
Grell are vicious ambush predators resembling a Ability Score Increase. +1 Strength, +1 Dexterity, +1
floating brain with a beak. They prey on nearly Wisdom.
anything that is edible and small enough for them to Alignment. Typically unintelligent predators, most
kill and carry off. gricks are neutral.
Darkvision. You can see in dim light within 60 feet of
Grell Traits you as if it were bright light, and in darkness as if it
Grell share the following racial traits.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 58
were dim light. You can’t discern color in darkness, only were dim light. You can’t discern color in darkness, only
shades of gray. shades of gray.
Size. Your size is medium. Flight. You have a flying speed of 40 feet. To use this
Speed. Your base walking speed is 30 ft. You have a speed, you can’t be wearing medium or heavy armor.
climb speed of 30 ft. Keen Sight. You have advantage on Wisdom
Beak and Tentacles. Your unarmed strikes deal 1d8 (Perception) checks that rely on sight.
bludgeoning or slashing damage on a hit. No Hands. You are unable to wield weapons or wear
Natural Armor. While unarmored, your AC is equal shields, and cannot use items which require
to 12 + your Dexterity modifier. manipulation, including spellcasting foci, wands, tools,
No Hands. You are unable to wield weapons or wear etc.
shields, and cannot use items which require Languages. You can speak, read, and write in
manipulation, including spellcasting foci, wands, tools, Common.
etc.
Stone Camouflage. You have advantage on Dexterity Playing a Griffon
(Stealth) checks made to hide in rocky terrain. Griffons are great flying melee combatants. Their
Languages. You can speak, read, and write in strong natural weapons and excellent flight speed
Common. allow them to get around in combat quickly, and their
keen sight allows them to easily notice foes. Consider
Playing a Grick classes like barbarian and fighter to take advantage of
Gricks are strong and agile, making them a great your prowess in melee, but be careful of medium and
candidate for classes like monk and rogue. Their heavy armor as it prevents you from flying.
wisdom is helpful for classes like cleric and druid, but It’s natural to want to allow allies to ride you into
be remember that the grick’s lack of hands make it combat. This is a fun mechanic, but can be somewhat
hard for them to use material components for many complicated. Be sure to consult the rules on
spells. independent mounts, explained in the third paragraph
Gricks have a pack structure, so following a strong under “Controlling a Mount” on page 198 of the
“alpha” may be a natural behavior. A grick might join a Player’s Handbook.
party for mutual protection, or simply to get food more Griffons are proud, noble creatures. Griffon heroes
easily. An awakened grick might also develop a higher will likely lean more toward lawful than chaotic, but
sense of purpose than its base animal instincts might may be fine in an evil party which treats them
impart. sufficiently well. Since griffons greatly enjoy horse
meat, they may present a constant threat to other
Griffon party member’s mounts.
Griffons are a popular mythological beast, appearing in
numerous works of fiction. They often serve as flying
Grimlock
mounts, combining the utility of a Pegasus with the Grimlocks are the twisted descendants of humans who
aggression of an apex predator. once worshipped Illithids, their bodies now adapted to
their lives in the underdark.
Griffon Traits
Griffons share the following racial traits. Grimlock Traits
Creature Type. Monstrosity Grimlocks share the following racial traits.
Ability Score Increase. +1 Strength, +1 Constitution. Creature Type. Humanoid (grimlock)
Alignment. Typically unintelligent beasts, most Ability Score Increase. +2 Strength.
griffons are neutral. Alignment. Grimlocks are wicked hunters who still
Size. Your size is medium. seek to serve their former masters. Most Grimlocks are
Speed. Your base walking speed is 30 ft. Neutral Evil.
Beak and Claws. Your unarmed strikes deal 1d8 Size. Your size is medium.
slashing damage on a hit. Speed. Your base walking speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of Blind Senses. You have no eyes, and are blind (and
you as if it were bright light, and in darkness as if it therefore immune to the Blinded condition). You have

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 59
blindsight 30 ft., or 10 ft. when you are deafened against a DC equal to 8 + your Charisma (Deception)
and/or unable to smell. bonus.
Keen Hearing and Smell. You have proficiency in the Languages. You can speak, read, and write in
Perception skill. You have advantage on Wisdom Common, Draconic, and Sylvan.
(Perception) checks that rely on hearing or smell.
Night Hag
Stealthy. You have proficiency in the Stealth skill.
Ability Score Increase. +1 Charisma.
Stone Camouflage. You have advantage on Dexterity
Alignment. Banished from the Feywild, then tainted
(Stealth) checks made to hide in rocky terrain.
by the lower planes, most night hags are neutral evil.
Languages. You can speak, read, and write in
Creature Type. Fiend
Undercommon.
Hag Magic. Once you reach 3rd level, you can cast
Playing a Grimlock the disguise self and sleep spells once per day, each.
Once you reach 5th level, you also cast the ray of
Strong and blind, Grimlocks thrive in close-quarters
enfeeblement spell once per day. Charisma is your
melee combat. Consider classes like Barbarian and
spellcasting ability for these spells.
Fighter which can take advantage of your capabilities.
Languages. You can speak, read, and write in
Still devoted to their former masters, grimlocks fit
Abyssal, Common, Infernal, and Primordial.
well into parties containing a mind flayer.
Sea Hag
Hags Ability Score Increase. +1 Constitution.
Hags are evil creatures with magical powers. They also Alignment. Ugly inside and out, most sea hags are
famously form covens, typically consisting of three chaotic evil.
witches joining together for greater power. Creature Type. Fey
Horrific Appearance. As a bonus action, you may
Hag Traits reveal your true appearance to surprised creatures
Hags share the following racial traits. within 30 feet. Affected creatures must attempt a
Ability Score Increase. +1 Intelligence. Wisdom saving throw. On a failed save, the creature is
Size. Your size is medium. frightened for 1 round.
Speed. Your base walking speed is 30 ft. After you use this ability, you can't use it again until
Claws. Your unarmed strikes deal 1d4 slashing you complete a short or long rest.
damage on a hit. Illusory Appearance. You cover yourself and
Darkvision. You can see in dim light within 60 feet of anything you are wearing or carrying with a magical
you as if it were bright light, and in darkness as if it illusion that makes you look like an ugly creature of
were dim light. You can’t discern color in darkness, only your general size and humanoid shape. The effect ends
shades of gray. if you take a bonus action to end it or if you die.
Subrace. Choose one of these subraces. You gain the The changes wrought by this effect fail to hold up to
traits listed under your chosen subrace in addition to physical inspection. For example, you could appear to
those listed above. have no claws, but someone touching your hand might
feel the claws. Otherwise, a creature must take an
Green Hag action to visually inspect the illusion and succeed on an
Ability Score Increase. +1 Charisma. Intelligence (Investigation) check to discern that the
Alignment. Spiteful, manipulative creatures, most hag is disguised. The DC of this check is 8 + your
green hags are neutral evil. proficiency bonus + your Charisma modifier.
Creature Type. Fey After you use this ability, you can't use it again until
Hag Magic. You know the minor illusion cantrip. you complete a short or long rest.
Once you reach 3rd level, you can cast the disguise self Natural Armor. While unarmored, your AC is equal
spell once per day. Once you reach 5th level, you also to 13 + your Dexterity modifier.
cast the invisibility spell once per day. Charisma is your Languages. You can speak, read, and write in Aquan,
spellcasting ability for these spells. Common and Giant.
Mimicry. You can mimic any sounds you have heard,
including voices. A creature that hears the sounds can
tell they are imitations with a successful Insight check

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 60
Playing a Hag character’s race, and would apply the half-dragon
Hags are intelligent, cunning creatures. As such, they template to the character.
make excellent wizards. Green hags and night hags also
have increase charisma, making them excellent Half-Dragon Traits
warlocks and sorcerers. All half-dragons have the following traits, adding these
Notoriously vain, hags view nearly all other creatures traits to their existing racial traits upon gaining the
as inferior, often including other hags. However, hags half-dragon template.
are quick to make bargains which benefit the hag, Breath Weapon. You can use your action to exhale
possibly including joining a party of adventurers with destructive energy. Your species determines the size,
similar goals. shape, and damage type of the exhalation.
When you use your breath weapon, each creature in
Green Hag the area of the exhalation must make a saving throw,
Green hags are deceitful and manipulative. Their the type of which is determined by your species. The
powers center on illusions, allowing them to disguise DC for this saving throw equals 8 + your Constitution
their appearance and to become invisible. Use these modifier + your proficiency bonus. A creature takes 2d6
abilities to deceive, confuse, and manipulate your foes. damage on a failed save and half as much damage on a
Night Hag successful one. The damage increases to 3d6 at 6th
Night hags are as deceitful and manipulative as the level. 4d6 at 11th level, and 5d6 at 16th level.
green hag, but their abilities are less illusory and more After you use this ability, you can't use it again until
substantive. Night hags can cast some potent spells to you complete a short or long rest.
incapacitate and weaken their foes, and their change Draconic Nature. You are incapable of bearing
shape allows them to assume the form of a humanoid natural children. You live twice as long as a member of
in a way which will pass close inspection. your race.
Draconic Parentage. Select one type of true dragon
Sea Hag as your parent. Your chosen parent provides additional
Sea hags are bestial and uncouth by hag standards. traits.
Where other hags are deceitful and tricky, sea hags are
more direct and violent. Sea hags are also the most Black Dragon
durable of hags. While they lack the charisma to serve Ability Adjustment. -2 Wisdom.
as sorcerers or warlocks, their improved constitution Breath Weapon. Your breath weapon is a 5 ft. by 30
allows them to survive a life as a wizard or as an ft. line of acid, and allows a Dexterity save for half
eldritch knight. damage.
Blue Dragon
Half-Dragon [Template: Natural] Ability Adjustment. -2 Dexterity.
The offspring of a polymorphed dragon and another Breath Weapon. Your breath weapon is a 5 ft. by 30
creature, half-dragons carry many of the traits of their ft. line of lightning, and allows a Dexterity save for half
draconic parentage. damage.
Green Dragon
Becoming a Half-Dragon
Ability Adjustment. -2 Dexterity.
Half-dragons are born half dragon. They have one
Breath Weapon. Your breath weapon is a 15 ft. cone
parent that is a true dragon, and one that is a beast,
ft. line of poison, and allows a Dexterity save for half
humanoid, giant, or monstrosity. When creating a
damage.
character with the half-dragon template, select a base
race to serve as the non-dragon parent. The non- Red Dragon
dragon parent’s race is the race for the character. In Ability Adjustment. -2 Dexterity.
addition, select a variety of true dragon (blue, gold, Breath Weapon. Your breath weapon is a 15 ft. cone
red, etc.) to serve as the dragon parent. This decision of fire, and allows a Dexterity save for half damage.
affects the traits gained from the template.
White Dragon
For example: A half-dragon human with a red dragon
Ability Adjustment. -2 Intelligence.
parent and a human parent would use human as the
Breath Weapon. Your breath weapon is a 15 ft. cone
of cold, and allows a Dexterity save for half damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 61
Brass Dragon maintain concentration during that time, as if you were
Ability Adjustment. -2 Wisdom. casting a spell.
Breath Weapon. Your breath weapon is a 5 ft. by 30 While charmed by you, the target is incapacitated
ft. line of fire, and allows a Dexterity save for half and ignores the songs of other harpies. If the charmed
damage. target is more than 5 feet away from the harpy, the
target can take the Dash action on its turn to move
Bronze Dragon
toward you by the most direct route. It doesn't avoid
Ability Adjustment. -2 Dexterity.
opportunity attacks, but before moving into damaging
Breath Weapon. Your breath weapon is a 5 ft. by 30
terrain, such as lava or a pit, and whenever it takes
ft. line of acid, and allows a Dexterity save for half
damage from a source other than the harpy, a target
damage.
can repeat the saving throw. A creature can also repeat
Copper Dragon the saving throw at the end of each of its turns. If a
Ability Adjustment. -2 Wisdom. creature's saving throw is successful, the effect ends on
Breath Weapon. Your breath weapon is a 5 ft. by 30 it.
ft. line of acid, and allows a Dexterity save for half A target that successfully saves is immune to your
damage. song for the next 24 hours. You may not use this ability
again until you have completed long rest.
Gold Dragon
Languages. You can speak, read, and write in
Ability Adjustment. -2 Strength.
Common.
Breath Weapon. Your breath weapon is a 15 ft. cone
of fire, and allows a Dexterity save for half damage.
Playing a Harpy
Silver Dragon Harpy’s bonus to Charisma makes them good
Ability Adjustment. -2 Dexterity. Sorcerers, but they can also work as charismatic
Breath Weapon. Your breath weapon is a 15 ft. cone Rogues. Luring Song is a powerful effect, allowing you
of cold, and allows a Dexterity save for half damage. to charm large groups of creatures and force them into
dangerous positions or harmful effects. Because Luring
Harpy Song affects humanoids, be careful not to harm your
Harpies are winged, humanoid-like monstrosities allies.
famous for using their luring song to attract and Harpies typically see humanoids as prey rather than
enchant their victims. allies, so if your party includes humanoids be sure to
work that aspect into your character’s behavior.
Harpy Traits
Harpies share the following racial traits.
Hell Hound
Creature Type. Monstrosity Hell hounds are vicious canines from hell, famed for
Ability Score Increase. +1 Charisma. their ability to breathe fire and their vicious hunger for
Alignment. Harpies are vicious predators, using their mortal flesh.
beguiling music to entrap and feed upon sentient
creatures. Most Harpies are chaotic evil. Hell Hound Traits
Size. Your size is medium. Hell hounds share the following racial traits.
Speed. Your base walking speed is 20 ft. Creature Type. Fiend
Flight. You have a flying speed of 40 feet. To use this Ability Score Increase. +1 Strength.
speed, you can’t be wearing medium or heavy armor. Alignment. Trainable and obedient so long as it is
Claws. Your unarmed strikes deal 1d8 slashing allowed to feed its evil appetite, most hell hounds are
damage on a hit. lawful evil.
Luring Song. As an action, you sing a magical melody. Size. Your size is medium.
Every humanoid and giant within 100 feet of you that Speed. Your base walking speed is 40 ft.
can hear the song must succeed on a Wisdom saving Bite. Your unarmed strikes deal 1d4 slashing damage and
throw or be charmed until the song ends. The DC for 1d4 fire damage on a hit.
this saving throw is 8 + your proficiency bonus + your Darkvision. You can see in dim light within 60 feet of
Charisma modifier. You must take a bonus action on you as if it were bright light, and in darkness as if it
subsequent turns to continue singing, and you must

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 62
were dim light. You can’t discern color in darkness, only Alignment. Intelligent servants with little ambition
shades of gray. beyond their given orders, helmed horrors can be of
Fire Breath. As an action, you can breathe fire in a any alignment but are usually neutral.
15-foot cone. Each creature in that cone must make a Blind Senses. You have no eyes, and are blind (and
Dexterity saving throw. The DC for this saving throw therefore immune to the Blinded condition). You have
equals 8 + your Constitution modifier + your blindsight 60 ft.
proficiency bonus. A creature takes 2d6 fire damage on Can’t Speak. You are unable to speak, but are still
a failed save and half as much damage on a successful able to read, write, and understand any languages
one. The damage increases to 3d6 at 6th level. 4d6 at which you know. You are unable to perform verbal
11th level, and 5d6 at 16th level. spell components.
After you use this ability, you can't use it again until Construct Nature. You are immune to deafened,
you complete a short or long rest. paralyzed, and petrified conditions.
Keen Hearing and Smell. You have advantage on Flight. You have a flying speed of 30 feet.
Wisdom (Perception) checks that rely on hearing or Living Armor. You are unable to wear armor, but
smell. may still use shields.
Natural Armor. While unarmored, your AC is equal Natural Armor. While unarmored, your AC is equal
to 13 + your Dexterity modifier. to 18.
No Hands. You are unable to wield weapons or wear Poison Immunity. You are immune to poison
shields, and cannot use items which require damage, and immune to the poisoned condition.
manipulation, including spellcasting foci, wands, tools, Languages. You can read and understand Common.
etc.
Languages. You can read and understand in Infernal. Playing a Helmed Horror
With built-in full plate and the ability to fly, helmed
Playing a Hell Hound horrors are powerful warriors. However, they lack
Hell hounds are a wonderful addition to any evil party. ability increases, so they may not keep pace with other
Their Darkvision and Keen Hearing and Smell make races offensively. Without the ability to speak, most
them excellent sentries and scouts, and their excellent spellcasting is out of the helmed horror’s reach.
speed allows them to move about quickly in melee. Consider classes which work for the helmed horror like
Consider classes like Barbarian and Fighter which excel fighter.
in melee combat, but classes like Monk, Ranger, and Helmed horrors don’t speak, which makes them a
Rogue may also be good options. troublesome member of a party. They are intelligent
Hell hounds are obedient, trainable creatures. and understand speech, but may need to resort to
Serving an evil master is natural, and any party with a pantomiming or other forms of communication to
suitably evil leader is a welcome home for a hell hound converse with party members.
character.
Hippogriff
Helmed Horror Similar in many ways to griffons, hippogriffs are easier
Intelligent, animated suits of armor, the helmed horror to tame and train, and as omnivores are less likely to
is an improvement on simple animated armor. Imbued hunt local herds. Like griffons, they’re popular mounts
with human-like intelligence and flight, the helmed and companions.
horror is a truly formidable foe.
Hippogriff Traits
Helmed Horror Traits Hippogriffs share the following racial traits.
Helmed horrors share the following racial traits. Creature Type. Monstrosity
Creature Type. Construct. You do not require air, Ability Score Increase. +1 Strength.
food, drink, or sleep. Instead, you enter a restful state, Alignment. Typically unintelligent beasts, most
remaining semiconscious, for 4 hours a day. While griffons are neutral.
resting, you can dream after a fashion; such dreams are Size. Your size is medium.
reflexive mental exercises inherent to your Speed. Your base walking speed is 40 ft.
consciousness. After resting in this way, you gain the Beak and Claws. Your unarmed strikes deal 1d8
same benefit that a human does from 8 hours of sleep. slashing damage on a hit.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 63
Darkvision. You can see in dim light within 60 feet of your allies that isn’t incapacitated. This damage
you as if it were bright light, and in darkness as if it increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6
were dim light. You can’t discern color in darkness, only at 17th level.
shades of gray. Stealthy. You have proficiency in the Stealth skill.
Flight. You have a flying speed of 40 feet. To use this Speed. Your base walking speed is 30 ft.
speed, you can’t be wearing medium or heavy armor. Languages. You can speak, read, and write in
Keen Sight. You have advantage on Wisdom Common and Goblin.
(Perception) checks that rely on sight.
No Hands. You are unable to wield weapons or wear Playing a Hobgoblin
shields, and cannot use items which require Hobgoblins are versatile, and do well in a variety of
manipulation, including spellcasting foci, wands, tools, roles. Martial Advantage is an extremely potent ability
etc. which allows them to excel with weapons, but requires
Languages. You can speak, read, and write in that they work tactically with their allies to ensure that
Common. they can deal extra damage.
Hobgoblins are organized and tactical, and make an
Playing a Hippogriff excellent focal point around which to construct a party
Hippogriffs play much like a griffon; excellent mobility of monstrous races which only submit to authority
and good melee options. However, they trade the through force. Their society is very organized
griffon’s Constitution increase for improved walking compared to most monstrous humanoids, so many
speed. While this isn’t always helpful for a flying different class and build options work with the theme
creature, it allows the hippogriff to maintain its speed of the race.
advantage in close quarters like building interiors and
cramped dungeon corridors. Homunculus
Hippogriffs are omnivores, which makes them much Small creatures created by spellcasters to serves as
less of a liability than griffons in parties who must spies, messengers, and companions.
frequently travel in lands where horses are common.
They are easily trained and loyal, making them a Homunculus Traits
devoted party member so long as their allies live. Homunculi share the following racial traits.
Creature Type. Construct. You do not require air,
Hobgoblins food, drink, or sleep. Instead, you enter a restful state,
Hobgoblins are the most organized of the goblinoids, remaining semiconscious, for 4 hours a day. While
more tactical than Bugbears and less crazed and resting, you can dream after a fashion; such dreams are
unpredictable than Goblins. They are strategic thinkers, reflexive mental exercises inherent to your
and their society is highly militarized. consciousness. After resting in this way, you gain the
same benefit that a human does from 8 hours of sleep.
Hobgoblin Traits Ability Score Increase. +1 Dexterity.
Hobgoblins share the following racial traits. Alignment. As extensions of their creators, most
Creature Type. Humanoid (goblinoid) homunculi share their creator’s alignment.
Ability Score Increase. Two different ability scores of Size. Your size is small.
your choice increase by 1. Speed. Your base walking speed is 25 ft.
Alignment. Hobgoblin society is highly regimented, Darkvision. You can see in dim light within 60 feet of
but dictated by martial might and tyranny. Most you as if it were bright light, and in darkness as if it
Hobgoblins are lawful evil. were dim light. You can’t discern color in darkness, only
Size. Your size is medium. shades of gray.
Darkvision. You can see in dim light within 60 feet of Flight. You have a flying speed of 30 feet. To use this
you as if it were bright light, and in darkness as if it speed, you can’t be wearing medium or heavy armor.
were dim light. You can’t discern color in darkness, only Magical Servant. You were created to serve your
shades of gray. master, a spellcaster of one kind or another. You can
Martial Advantage. Once per turn, you can deal an share thoughts, senses, and languages through a
extra 1d6 damage to a creature which you hit with a mystical bond. So long as you are on the same plane of
weapon attack if that creature is within 5 feet of one of existence as your master, you can communicate

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 64
telepathically. You are immune to the charmed manipulation, including spellcasting foci, wands, tools,
condition. etc.
So long as you live, your master cannot create Languages. You can speak, read, and write in Hook
another homunculus. If your master dies, you die too. Horror.
Natural Armor. While unarmored, your AC is equal
to 11 + your Dexterity modifier. Playing a Hook Horror
Poison Immunity. You are immune to poison Big, durable, and deadly, hook horrors are terrifying
damage, and immune to the poisoned condition. melee threats. Their climb speed and blindsight can
Languages. You can understand, read, and write in make them dangerous in many situations, including
Common and any one language spoken by your magical darkness. Consider classes which do well in
creator. melee like barbarian, monk, and fighter.

Playing a Homunculus Hydra


The homunculus is a small, nimble flyer. As such, it Legendary reptilian creatures famed for their ability to
does well fighting and range and performing as a scout. regrow their multiple heads, hydras are driven by
Consider classes like ranger and rogue to take insatiable hunger.
advantage of your mobility.
The homunculus is a creature made to serve its Hydra Traits
master. Consider who made your character: Who are Hydras share the following racial traits.
they? What do they want? What do they do? Why are Creature Type. Monstrosity
you off adventuring without them? Ability Score Increase. +1 Strength, +1 Constitution.
Alignment. Normally unintelligent beasts driven only
Hook Horror by hunger, most hydras are neutral.
Predators native to the Underdark, hook horrors are Size. Your size is medium.
named for their viciously hooked appendages. They Speed. Your base walking speed is 30 ft. and a 30 ft.
hunt in packs, and live in extended packs or “clans”. swim speed.
Bite. Your unarmed strikes deal 1d8 piercing damage
Hook Horror Traits on a hit.
Hook horrors share the following racial traits. Darkvision. You can see in dim light within 10 feet of
Creature Type. Monstrosity you as if it were bright light, and in darkness as if it
Ability Score Increase. +1 Strength, +1 Constitution. were dim light. You can’t discern color in darkness, only
Alignment. Simple creatures of little intellect, most shades of gray.
hook horrors are neutral. Hold Breath. You can hold your breath for 1 hour.
Size. Your size is medium. Multiple Heads. You have a number of heads equal
Speed. Your base walking speed is 30 ft. and you to your proficiency bonus. If you suffer damage from a
have a 30 ft. climb speed. single source equal to or greater than your Constitution
Blindsight. You have blindsight 30 ft. score, one of your heads dies and falls off of your body.
Echolocation. You can’t use your blindsight while On your next turn you may spend one hit die as a
deafened. bonus action to grow two additional heads. Roll the hit
Darkvision. You can see in dim light within 10 feet of die spent as though you were resting; you gain a
you as if it were bright light, and in darkness as if it number of temporary hit points equal to your roll.
were dim light. You can’t discern color in darkness, only When these temporary hit points expire or are
shades of gray. depleted, the second head dies and falls off of your
Hook. Your unarmed strikes deal 1d8 slashing body.
damage on a hit. If you ever have 0 heads, you become incapacitated.
Keen Hearing. You have advantage on Wisdom You may take no actions except to spend a bonus
(Perception) checks that rely on hearing. action on your turn to grow two heads, at which point
Natural Armor. While unarmored, your AC is equal you are no longer incapacitated and may act normally
to 13 + your Dexterity modifier. for the remainder of your turn. If you have no more hit
No Hands. You are unable to wield weapons or wear dice you spend, you fall to 0 hit points and begin dying.
shields, and cannot use items which require

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 65
While you are in this state any healing allows you to Body Thief. If you would reduce a humanoid
grow one head. creature to 0 hit points with Devour Intellect you may
Whenever you spend a hit die to restore hit points attempt to seize control of the creature’s body as a
while resting, you may grow one head, up to your bonus action. Initiate an Intelligence contest with the
normal number of heads. target. If you win the contest, instead of dealing the
While you have two or more heads which are awake, psychic damage normally dealt by Devour Intellect you
you have advantage on Wisdom (Perception) checks magically consume the target’s brain, teleport into the
and on saving throws against being blinded, charmed, target’s skull, and take control of the target’s body.
deafened, frightened, stunned, and knocked While inside the creature, you have total cover
unconscious. against attacks and other effects originating outside of
No Hands. You are unable to wield weapons or wear the host. You retain your Intelligence, Wisdom, and
shields, and cannot use items which require Charisma scores, as well as your understanding of Deep
manipulation, including spellcasting foci, wands, tools, Speech, your telepathy, and your traits. You otherwise
etc. adopt the target’s statistics.
Wakeful. When you sleep, one of your heads is You may remain inside the host for a number of
awake. rounds equal to the creature’s Intelligence score.
Languages. You can speak, read, and write in During this time, you may access the creature’s mind
Common. and memories. Each round, you may do one of the
following:
Playing a Hydra
The hydra is a very complex race. The ability to lose • Cast one of the creature’s spells using the
and regrow heads is a complicated mechanic, but it can appropriate casting time for that spell
also be very powerful. However, regrowing heads cuts • Speak in a language the creature speaks as a free
into your pool of hit dice, so be careful not to burn action
through them more quickly than you need to or you • Recall one specific memory or piece of information
will quickly find yourself headless and unable to heal. which the creatures knows as a bonus action
Hydras thrive in close combat, so consider classes like After you use this ability, you can't use it again until
barbarian and fighter. you complete a short or long rest.
Like many other creatures, being awakened has a Claws. Your unarmed strikes deal 1d8 slashing
great deal of influence of your character’s personality. damage on a hit.
Consider what effect granted your character superior You can use Dexterity instead of Strength for the
intelligence, and how that effect shaped your attack and damage rolIs of your unarmed strikes. Your
character’s personality. unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
Intellect Devourer Attack.
Devour Intellect. As an action, you can target one
A horrifying creature created the brain of a mind flayer
creature that you can see within 10 feet of you and
victim, the intellect devourer consumes the minds of
which has a brain. The target must succeed on an
its victims and seize control of their bodies.
Intelligence saving throw or take 1d6 psychic damage.
Intellect Devourer Traits The DC for this saving throw is 8 + your proficiency
Intellect Devourer share the following racial traits. bonus + your Intelligence modifier. The damage
Creature Type. Aberration increases by 1d6 when you reach 5th level (2d6), 11th
Ability Score Increase. +1 Dexterity. level (3d6), and 17th level (4d6).
Alignment. Pets created by mind flayers to serve No Hands. You are unable to wield weapons or wear
their tyrannical masters, most intellect devourers are shields, and cannot use items which require
lawful evil. manipulation, including spellcasting foci, wands, tools,
Size. Your size is tiny. etc.
Speed. Your base walking speed is 35 ft. Telepathy. You can communicate telepathically with
Blind Senses. You have no eyes, and are blind (and any creature that knows a language within 30 ft.
therefore immune to the Blinded condition). You have Languages. You can understand and read
blindsight 30 ft. Undercommon.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 66
Playing an Intellect Devourer After you use this ability, you can't use it again until
The intellect devourer is a complicated creature. It’s you complete a short or long rest.
nimble and fast, which makes it a good Monk or Rogue. No Hands. You are unable to wield weapons or wear
It’s blindsight allows it easily located hidden and shields, and cannot use items which require
invisible enemies, but the short range means that the manipulation, including spellcasting foci, wands, tools,
intellect devourer is often blind to nearby foes. etc.
Devour Intellect and Body Thief allow the intellect Poison Resilience. You have advantage on saving
devourer to subdue foes with psychic damage, then throws against poison, and you have resistance against
seize control the target’s body if it’s a humanoid. While poison damage.
controlling a humanoid in this way, the intellect Slam. Your unarmed strikes deal 1d8 bludgeoning
devourer can use many of the creature’s abilities, damage on a hit.
including its ability to cast spells, and can access a few Unstable Form. Your body is not completely rigid,
of the creature’s memories. However, Devour Intellect and your limbs often fluctuate in size and shape as you
has a very short range and needs to be timed carefully move. You are unable to wear armor. You are unable
to ensure a chance of success. to wield weapons or wear shields, and cannot use
items which require manipulation, including
Invisible Stalker spellcasting foci, wands, tools, etc.
Languages. You can speak, read, and write in Auran
Invisible stalkers are air elementals magically bound to
and understand Common.
retrieve objects and hunt creatures for its master.
Playing an Invisible Stalker
Invisible Stalker Traits
The invisible stalker is similar in many ways to the air
Invisible stalkers share the following racial traits.
elemental, but gives up the air elementals ability to
Creature Type. Elemental. You do not require air,
cast the gust cantrip for the ability to vanish, and
food, drink, or sleep. Instead, you enter a restful state,
expertise in tracking creatures. Consider classes like
remaining semiconscious, for 4 hours a day. While
monk, ranger, and rogue which can take advantage of
resting, you can dream after a fashion; such dreams are
these abilities easily. Since invisible stalkers can’t hold
reflexive mental exercises inherent to your
or use objects, they can’t use weapons or spell foci,
consciousness. After resting in this way, you gain the
making it difficult for them to function as spellcasters.
same benefit that a human does from 8 hours of sleep.
Invisible stalkers are created to serve the commands
Ability Score Increase. +1 Dexterity.
of their masters until the magic binding them expires.
Alignment. Having no culture, society, or solid form
Their task might compel them to cooperate with other
on their home planes, most elementals are neutral.
adventurers, but their career might suddenly come to
Size. Your size is medium.
an end when their task is complete if their master dies.
Speed. Your base walking speed is 30 ft.
Invisible stalkers are unwilling servants, so they might
Air Body. You are immune to the exhaustion,
welcome this release.
grappled, petrified, prone, restrained, and unconscious
conditions. Jackalwere
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Jackalweres are shapechangers which function similarly
were dim light. You can’t discern color in darkness, only to lycanthropes, but get their abilities from a very
shades of gray. different source. Imbued with demonic power, they
Faultless Tracker. You may add double your exist to serve their lamia masters.
proficiency bonus to Wisdom (Survival) checks to track
a creature or locate an object so long as your quarry is Jackalwere Traits
on the same plane of existence. Jackalweres share the following racial traits.
Flight. You have a flying speed of 30 feet, and can Creature Type. Humanoid (shapechanger)
hover. Ability Score Increase. +1 Dexterity.
Hidden Step. As a bonus action, you can magically Alignment. Evil creatures made to lie and deceive,
turn invisible until the start of your next turn or until most jackalweres are chaotic evil.
you attack, make a damage roll, or force someone to Size. Your size is medium.
make a saving throw. Speed. Your base walking speed is 35 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 67
Keen Hearing and Smell. You have advantage on developed to reflect the monster stats presented in the
Wisdom (Perception) checks that rely on hearing or Monster Manual.
smell.
Pack Tactics. As a bonus action you may take Kenku Traits
advantage of the presence of your allies. You gain Kenku share the following racial traits.
Advantage on the next attack roll you make this turn Creature Type. Humanoid (Kenku)
against a creature if at least one of your allies is within Ability Score Increase. +2 Dexterity.
5 feet of the creature and the ally isn’t incapacitated. Alignment. Kenku prize beautiful baubles, and often
Shapechanger. As an action, you can polymorph into seek to acquire them through deception, trickery, and
a specific Medium human or a jackal-humanoid hybrid, crime. Most Kenku are chaotic neutral.
or back into your true form (that of a Small jackal). Size. Your size is medium.
Other than your size, your statistics are the same in Speed. Your base walking speed is 30 ft.
each form. Any equipment you are holding or wearing Ambusher. You have advantage on attack rolls
is not transformed. You retain all of your own statistics, against any creature you have surprised.
except as noted below. You revert to your true form if Deceptive. You are proficient in Deception.
you die. Mimicry. You can mimic any sounds you have heard,
While in your true form (that of a Small jackal), you including voices. A creature that hears the sounds can
cannot speak, and Your unarmed strikes deal 1d4 tell they are imitations with a successful Insight check
piercing damage on a hit. You have no hands, and as against a DC equal to 8 + your Charisma (Deception)
such you are unable to wield weapons or wear shields, bonus.
and cannot use items which require manipulation, Stealthy. You are proficient in Stealth.
including spellcasting foci, wands, tools, etc. Talons. Your unarmed strikes deal 1d4 slashing
While in your hybrid form Your unarmed strikes deal damage on a hit.
1d4 piercing damage on a hit. Languages. You can understand, read, and write in
Languages. You can speak, read, and write in Common and Auran, but are unable to speak except
Common. through your Mimicry ability.

Playing a Jackalwere Playing a Kenku


If you want to play a lycanthrope but don’t want to Kenku excel as Rogues. Their natural Dexterity, coupled
deal with complicated templates, the jackalwere is a with Ambusher and Mimicry, allow them to accomplish
good option. While technically not lycanthrope, the all sorts of clever tactics.
jackalwere functions very similarly and avoids Because Kenku rely on mimicry for speech, you may
problems incurred by natural cycles of the moon. have trouble speaking with your party. Establish clear
With a small Dexterity increase and two keen senses, forms of communication (specific signals, secretive
the jackalwere makes a great ranger or rogue, allowing messages, etc.) to convey crucial information with
it to move about cautiously and locate threats while trusted allies.
also avoiding detection.
Jackalweres were created to serve lamias, which are Kobolds
powerful evil creatures. As such, jackalweres typically Kobolds are small, reptilian humanoids who worship
have evil, destructive personalities. Consider if your and revere dragons. They frequently occupy dungeons,
character serves a lamia or some other similar entity, where they accumulate tiny hordes and seek to
and consider how that fits you into your party. emulate the grandiosity of true dragons.
Kenku Kobold Traits
Kenku are raven-like humanoids, cursed by an ancient Kobolds share the following racial traits.
master for their greed and duplicity. Now, Kenku Creature Type. Humanoid (kobold)
wander the earth as vagabonds, begging or stealing Ability Score Increase. +2 Dexterity.
whatever baubles they can find. Alignment. Kobolds obey the orders of their leader,
The official traits for Kenku are presented in Volo’s typically either a Kobold elder or a real dragon. Most
Guide to Monsters. The traits presented here are Kobolds are lawful evil.
Size. Your size is small.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 68
Speed. Your base walking speed is 30 ft. Alignment. Evil creatures bent on destroying the
Darkvision. You can see in dim light within 60 feet of gods which created them, most krakens are chaotic
you as if it were bright light, and in darkness as if it evil.
were dim light. You can’t discern color in darkness, only Size. Your size is medium.
shades of gray. Speed. Your base walking speed is 15 ft. You have a
Sunlight Sensitivity. You have disadvantage on swim speed of 40 ft.
attack rolls and on Wisdom (Perception) checks that Bite and Tentacles. Your unarmed strikes deal 1d8
rely on sight when you, the target of your attack, or bludgeoning or piercing damage on a hit.
whatever you are trying to perceive is in direct Darkvision. You can see in dim light within 60 feet of
sunlight. You have disadvantage on attack rolls and on you as if it were bright light, and in darkness as if it
Wisdom (Perception) checks that rely on sight when were dim light. You can’t discern color in darkness, only
you, the target of your attack, at whatever you are shades of gray.
trying to perceive is in direct sunlight. Lightning Resistance. You have resistance to
Languages. You can speak, read, and write in lightning damage.
Common and Draconic. Lightning Storm. As an action, you may target one
Subrace. Choose one of these subraces. You gain the creature you can see within 30 ft. of you. The target
traits listed under your chosen subrace in addition to must succeed on a Dexterity saving throw or take 1d8
those listed above. lightning damage. The DC for this saving throw is 8 +
your proficiency bonus + your Charisma modifier. The
Kobold
damage increases by 1d8 when you reach 5th level
Pack Tactics. As a bonus action you may take
(2d8), 11th level (3d8), and 17th level (4d8).
advantage of the presence of your allies. You gain
Natural Armor. While unarmored, your AC is equal
Advantage on the next attack roll you make this turn
to 12 + your Dexterity modifier.
against a creature if at least one of your allies is within
No Hands. You are unable to wield weapons or wear
5 feet of the creature and the ally isn’t incapacitated.
shields, and cannot use items which require
Winged Kobold manipulation, including spellcasting foci, wands, tools,
Ability Score Increase. +1 Charisma. etc.
Flight. You have a flying speed of 30 feet. To use this Languages. You can speak, read, and write in
speed, you can’t be wearing medium or heavy armor. Abyssal, Celestial, Infernal, and Primordial.

Playing a Kobold Playing a Kraken


Kobolds are small, nimble humanoids. Normal Kobolds Kraken are strong and durable, making them excellent
make excellent Fighters, Rangers, and Rogues, barbarians and fighters. However, lacking hands they
especially in parties where they can count on their are unable to easily rely on weapons, shields, or other
allies for Pack Tactics. Winged Kobolds make good tools. Lightning Storm offers a useful ranged option,
Fighters and Rangers, but also make good Sorcerers but most of the kraken’s fighting will be done with its
and Warlocks. bite and tentacles.
Kobolds tend to be follows more often than leaders, Krakens are evil creatures who hate the gods, so
but a charismatic Kobold, especially one with wings, they won’t fit well into a party with religious characters
can be an effective leader in a monstrous party. like clerics or paladins, even if those characters worship
evil deities.
Kraken
Created to serve as soldiers in ancient war waged by
Kuo-Toa
the gods, kraken now lurk the depths of the oceans, Kuo-Toa are subterranean fish people that worship
driven by the violent urge to destroy the gods who gods which they invent on their own, then bring into
created them. existence through the force of their faith.

Kraken Traits Kuo-Toa Traits


Krakens share the following racial traits. Kuo-Toa share the following racial traits.
Creature Type. Monstrosity Creature Type. Humanoid (kuo-toa)
Ability Score Increase. +1 Strength, +1 Constitution.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 69
Ability Score Increase. +1 Stength, -2 Charisma, +1 Claws. Your unarmed strikes deal 1d4 slashing damage on
any other. a hit.
Alignment. Kuo-Toa are insane creatures prone to Darkvision. You can see in dim light within 60 feet of
creating their own gods, and are led by brutal you as if it were bright light, and in darkness as if it
archpriests. Most Kuo-Toa are neutral evil. were dim light. You can’t discern color in darkness, only
Size. Your size is medium. shades of gray.
Speed. Your base walking speed is 30 ft. You have a Innate Spellcasting. You know the minor illusion
swim speed of 30 ft. cantrip. Starting at 3rd level, you can cast the disguise
Amphibious. You can breathe air and water. self spell once per day. Charisma is your spellcasting
Natural Armor. While unarmored, your AC is equal ability for these spells.
to 11 + your Dexterity modifier. Intoxicating Touch. As an action, you can attempt to
Otherworldly Perception. You can sense the touch a target and inflict them with a curse. Make a
presence of any creature within 30 feet of you that is melee spell attack against a creature within reach. On a
invisible or on the Ethereal Plane. You can pinpoint hit, the target is magically cursed for 1 hour. The
such a creature that is moving. targets has Disadvantage on the next Wisdom saving
Slippery. You have advantage on ability checks and throw made during this hour, at which point this effect
saving throws made to escape a grapple. ends immediately. Charisma is your spellcasting ability
Sunlight Sensitivity. You have disadvantage on for this attack.
attack rolls and on Wisdom (Perception) checks that After you use this ability, you can't use it again until
rely on sight when you, the target of your attack, or you complete a short or long rest.
whatever you are trying to perceive is in direct Languages. You can speak, read, and write in
sunlight. You have disadvantage on attack rolls and on Common and Abyssal.
Wisdom (Perception) checks that rely on sight when
you, the target of your attack, at whatever you are Playing a Lamia
trying to perceive is in direct sunlight. Charismatic and possessing the ability to cast illusions
Superior Darkvision. You can see in dim light within innately, Lamia are natural Sorcerers and Warlocks.
120 feet of you as if it were bright light, and in However, their ability to magically disguise themselves
darkness as if it were dim light. You can’t discern color and their natural charisma can also make them tricky
in darkness, only shades of gray. rogues.
Languages. You can speak, read, and write in Lamia are selfish, and hedonistic, and tend to
Undercommon. surround themselves with sycophants and toadies. This
makes them natural party leaders, but they may have
Playing a Kuo-Toa personality conflicts with characters who don’t take
Kuo-Toa’s ability increases makes them versatile, and orders and won’t defer to the Lamia’s clear superiority.
their other abilities allow them to function in a variety
of environments. However, Sunlight Sensitivity means Lich [Template: Acquired]
that most of your outdoor/above ground adventuring The undead remains of evil wizards, liches are among
will need to be done at night. the most powerful magic users in the multiverse.
Lamia Becoming a Lich
Evil, hedonistic creatures that resemble lions with The process of becoming a lich is a closely guarded
humanoid upper bodies in place of a lion’s head. secret, known only to some of the most vile and
powerful creatures in the multiverse. To become a lich,
Lamia Traits a wizard must bargain with a fiend, evil deity, or
share the following racial traits. similarly powerful evil entity which possesses the
Creature Type. Monstrosity. knowledge required to become a lich. These creatures
Ability Score Increase. +2 Charisma. often demand fealty or some significant service in
Alignment. Selfish hedonists, most lamia are chaotic exchange for this precious knowledge.
evil. Once they gain the knowledge to do so, the
Size. Your size is medium. prospective lich must create their phylactery. A
Speed. Your base walking speed is 30 ft. phylactery must take the form of an object with an

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 70
interior space no smaller than three cubic inches, and Undead Nature. You have resistance to necrotic
contains magic symbols magically inscribed in silver. damage. You have immunity to the poisoned condition,
The most common form of phylactery is an amulet in and to poison damage.
the shape of a small box, but it may take the form of Transformation. Upon taking your first level in the
any qualifying object with your Dungeon Master's lich template, you die and are reanimated. You
permission. The components to create the phylactery immediately gain all of the traits listed under Lich
cost 1000gp, plus the cost of any special materials Traits, above.
specific to the prospective lich's phylactery design. Phylactery. Your soul is bound to your phylactery. If
Once the phylactery is created and the prospective your body is every destroyed, the phylactery begins to
lich is ready to take their first level in the lich template, emit magical smoke. After 1d10 days, your body
the prospective lich must perform a ritual to complete reforms in an empty space adjacent to your phylactery.
the process. This ritual requires the sacrifice of a living, If your phylactery is destroyed, you die immediately
sentient creature with a soul such as a human. The and your soul is destroyed. Nothing short of divine
victim's blood is used to craft a poison potion, and the intervention can restore you.
victim's soul is fed to the phylactery. Upon drinking the In order to continue functioning, you must
potion, the prospective lich immediately dies. After 24 occasionally feed souls to the phylactery. To do so, a
hours, if the victim's soul has not been freed (by special version of the imprisonment spell must be cast
casting dispel magic on the phylactery as a 9th-level on a living, sentient creature with a soul within 5 feet
spell) from the phylactery, the victim's soul is utterly of the phylactery. While the lich typically casts this
destroyed and cannot be restored except by divine spell, any spellcaster capable of casting the
intervention. The lich's soul is then bound to the imprisonment spell may perform the sacrifice.
phylactery, and the lich's body reanimates as a lich. Upon doing so, the creature's body falls into a death-
After reanimating, the character immediately gains like stasis and its soul is imprisoned within the
their first level in the lich template. They must take all phylactery. A soul can be released from the phylactery
three levels of the template before they can take levels by casting *dispel magic* upon it as a 9th-level spell. If
in another class or template. the soul is not freed with 24 hours, the creature's body
dies and the phylactery consumes the creature's soul in
Lich Traits order to sustain you, destroying it utterly. Nothing
All liches have the following traits, adding these traits short of divine intervention can restore the creature.
to their existing racial traits upon gaining the template. You are sustained for one year per hit die of the
sacrificed creature. If another creature is sacrificed
Hit Points
before this time expires, the old spirit’s sustenance is
• Hit Dice. 1d6 per lich level
lost and replaced by the new spirit, provided that the
• Hit Points at Higher Levels. 1d6 (or 4) + your
new spirit’s sustenance would end upon a later date
Constitution modifier per lich level
than that of the original spirit.
Traits At the end of this period, your body and mind begin
Liches gain the following traits at each level, as to rapidly decay. You suffer a -1 penalty to each of your
indicated on the table below. ability scores, starting at midnight the day after the
Level Features imprisoned soul has been fully consumed. Every 24
0 Transformation, Phylactery, Spellcasting
hours, this penalty increases by 1. When your Strength
1 Cold Resistance, Lightning Resistance, Turn
Resistance
or Dexterity score falls to 0, your body falls immobile.
2 Frightening Gaze, Paralyzing Touch You are mentally aware, but can take no actions. When
Creature Type. You replace your current creature your Wisdom or Charisma score falls to 0, your mind
type with Undead, but retain any subtypes. goes into a vegetative state, and you are thoughtless,
You don’t require air, food, drink, or sleep. Instead, helpless, and can take no actions. When your
you enter a restful state, remaining semiconscious, for Constitution or Intelligence score falls to 0, your body
4 hours a day. While resting, you can dream after a decays into ash, your mind slips into a vegetative state,
fashion; such dreams are reflexive mental exercises and you become a Demilich. If a soul is ever sacrificed
inherent to your consciousness. After resting in this to your phylactery, you reform instantly, returning to
way, you gain the same benefit that a human does full lich-dom.
from 8 hours of sleep.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 71
Spellcasting. Upon gaining each level in the Lich Natural Armor. While unarmored, your AC is equal
template, you are treated as one Wizard level higher to 13 + your Dexterity modifier.
for the purposes of Spellcasting, including spell slots Survivalist. You have proficiency in the Perception,
and the level of spells which you can prepare with that Stealth, and Survival skills.
class. Teeth and Claws. Your unarmed strikes deal 1d6 slashing
Cold Resistance. You have resistance to cold damage on a hit.
damage. Languages. You can speak, read, and write in
Lightning Resistance. You have resistance to Draconic.
lightning damage.
Turn Resistance. You have advantage on saving Playing a Lizardfolk
throws against any effect which turns undead/ Lizardfolk are natural survivalists: strong, durable, and
Frightening Gaze. As an action, you can magically skilled. Their ability scores make them good Barbarians
terrify a creature with your gaze. Target one creature and Fights. Their racial skills make them excellent
within 60 feet of you that you can see. If the target can Rangers and Rogues. Their excellent natural armor
see you, it must make a Wisdom saving throw or allows them to survive unarmored, and their natural
become frightened until the end of your next turn. The weapons allow them to fight unarmed.
DC for this saving throw equals 8 + your Charisma Lizardfolk have no concept of good and evil as other
modifier + your proficiency bonus. races do, which might make them difficult to include in
After you use this ability, you can't use it again until a party of normal humanoids. They view other
you complete a short or long rest. creatures more as food than companions, which makes
Paralyzing Touch. As an action, you may touch a social interactions awkward at best, and dangerous at
creature and magically paralyze them. Make a spell worst. Their abnormal sense of morality might allow
attack. On a hit, the target takes 3d6 cold damage and lizardfolk to fit into any party, but a party which
must succeed on a Constitution saving throw or be offensds the lizardfolk’s sensibilities might have trouble
paralyzed for 1 minute. You must maintain keeping their ally in check.
concentration during that time, as if you were casting a
spell. The target can repeat the saving throw at the end Lycanthropes [Template: Acquired or
of each of its turns, ending the effect on itself on a Natural]
success. The DC of this saving throw is 8 + your
Lycanthropy is a curse tied to the cycles of the moon.
proficiency bonus + your Constitution modifier.
When the moon is full, lycanthropes are transformed
After you use this ability, you can't use it again until
into an animal hybrid form and lose control of their
you complete a short or long rest.
actions, often for days at a time. While some
Lizardfolk lycanthropes are good-natured, most lycanthropes are
violent predators that go on murderous hunting sprees
Lizardfolk are a reptilian race of swamp-dwelling when transformed.
humanoids. They are fiercely territorial, and are adept
survivors. Becoming a Lycanthrope
A humanoid creature with one or more parents who
Lizardfolk Traits are lycanthropes is born with the same lycanthropy as
Lizardfolk share the following racial traits. their cursed parent. If both parents are infected with
Creature Type. Humanoid (lizardfolk) different versions of lycanthropy, choose randomly
Ability Score Increase. +2 Strength, +1 Constitution. which will be inherited.
Alignment. Lizardfolk have no notion of traditional Creatures not already cursed with lycanthropy may
morality, and they find the concepts of good and evil be cursed when attacked by a lycanthrope's attacks,
utterly alien. Truly neutral creatures, they kill when it is usually by a bite. A humanoid hit by an attack that
expedient and do whatever it takes to survive. Most carries the curse of lycanthropy must succeed on a
Lizardfolk are neutral. Constitution saving throw (DC 8 + the lycanthrope's
Size. Your size is medium. proficiency bonus + the lycanthrope's Constitution
Speed. Your base walking speed is 30 ft., and you modifier) or be cursed.
have a swim speed of 30 ft. After being cursed with lycanthropy, the effects take
Hold Breath. You can hold your breath for 1 hour. some time to become noticeable. The character's

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 72
demeanor might shift subtly, their features might Hit Points at Higher Levels. 1d12 (or 7) + your
change slightly to resemble the animal tied to their Constitution modifier per lycanthrope level
curse, and their hair might change color or become
Traits
abnormally thick.
Lycanthropes gain the following traits at each level, as
Upon gaining the Lycanthropy template, the
indicated on the table below.
character immediately gains the traits listed for level 0
Level Features
under Lycanthrope Traits, below. In addition, the 0 Creature Type, Cursed by the Moon, Lycanthropy
character's growth and training are affected. The next Form
time the character gains enough experience to gain a 1 Controlled Shapechanger, Bestial Might
level, instead of selecting a class in which to take a new 2 Alignment Change, Master Shapechanger,
level the character immediately gains a level of the Improved Bestial Might
Lycanthropy template. Characters born with Creature Type. The affected creature adds the
lycanthropy take their first level in a class, as normal, shapechanger subtype to their existing subtypes.
and apply the traits listed under Lycanthrope Traits, Cursed by the Moon. When the full moon rises, you
below. Upon reaching second level, they must gain a are forced to assume the shape of your hybrid form.
level in the Lycanthrope template. Your character’s actions for the following 24 hours are
After gaining this level, the curse of lycanthropy determined entirely by the alignment specific to their
continues to affect the character. Every time the version of lycanthropy, and your specific actions are
character gains enough experience to gain a level, they decided by the Dungeon Master. After this period, your
must make a Constitution saving throw against the character returns to humanoid form. You remember
original DC to resist becoming cursed. On a failed these events as if they were a nightmare, and might
saving throw, the character must take a second level of have trouble recalling your actions in their entirety.
the Lycanthropy template. On a successful saving In addition, you have vulnerability to bludgeoning,
throw, the character may gain a level normally, but piercing, and slashing damage dealt by silver weapons.
may not choose to take a second level of the Shapechange. You can transform into an animal-
lycanthropy template. At any point after becoming human hybrid, an animal, or into your true form, which
cursed, the character may choose to embrace their is your original humanoid form. Your statistics, except
curse. If they do so, they automatically fail this saving as noted under your Lycanthropy Form, are the same
throw the next time they would gain a level. in each form. Any equipment you are wearing or
After gaining the final level of the Lycanthropy carrying isn't transformed. Clothes or armor you are
template, characters may resume gaining levels wearing are shed or destroyed if your new form does
normally. not fit into them. While in beast form, you are unable
to speak. You revert to your true form if you die.
Removing Lycanthropy You are unable to control this transformation when
A remove curse spell can rid an afflicted lycanthrope of initially afflicted with lycanthropy, but gradually gain
the curse, but a natural born lycanthrope can be freed more control as you gain levels in the Lycanthropy
of the curse only with a wish. Upon removing the template.
curse, the character loses any traits gained from the Controlled Shapechange. As an action, you may
lycanthropy template, as normal. attempt to activate your Shapechanger trait to change
After recovering from lycanthropy, the character forms by making a Constitution saving throw. The DC of
becomes resistant to the curse, and makes all future this saving throw depends on your current form and
saving throws to resist lycanthropy with Advantage. your desired form, as described in the table below. On
For further information on removing templates, see a successful saving throw, you may use Shapechanger
the Templates rules presented earlier in this to change into your desired form. On a failed saving
document. throw, you suffer one level of fatigue.
Current Form Desired Form DC
Lycanthrope Traits True Form Hybrid Form 13
All lycanthropes share the following traits, adding True Form Animal Form 15
these traits to their existing racial traits. Hybrid Form True Form 10
Hybrid Form Animal Form 13
Hit Points 13
Animal Form True Form
Hit Dice. See Lycanthropy Form, below.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 73
Animal Form Hybrid Form 10 Charge. Once per turn, if you move at least half of
Bestial Might. You gain additional traits, as specified your base land speed (rounded down to the nearest 5
by your Lycanthropy Form. feet) toward a creature and hit it with a Strength-based
Alignment Change. You adopt the alignment melee weapon attack, the target takes an extra 1d6
specified by your Lycanthropy Form. damage from the attack. This damage increases to 2d6
Master Shapechanger. When making a Constitution at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
saving throw to activate your Shapechanger trait, you Relentless. When you are reduced to 0 hit points but
make the saving throw with Advantage. In addition, not killed outright, you can drop to 1 hit point instead.
you no longer lose control of your character when the You can’t use this feature again until you finish a long
full moon rises, though you are still forced to assume rest. If you have the Relentless trait from another
your hybrid form for 24 hours. source, such as your race, you may use it an additional
Improved Bestial Might. You gain additional traits, time before you finish a long rest.
as specified by your Lycanthropy Form.
Wererat
Lycanthropy Form Hit Dice. 1d8 per level
Your lycanthropy form is determined by the Alignment. Lawful evil
lycanthrope that afflicted you with the curse of Bestial Strength. Your Dexterity increases by +1, to a
lycanthropy. The traits listed below are acquired maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity
Werebear bonus. While in your hybrid or animal forms, Your
Hit Dice. 1d12 per level unarmed strikes 1d4 piercing damage on a hit. These
Alignment. Lawful good unarmed strikes use the higher of your Strength or
Bestial Strength. Your Strength increases by +1, to a Dexterity for attack and damage. While in your beast
maximum of 20. While unarmored in your hybrid or form, you gain Darkvision.
animal forms, your AC is equal to 11 + your Dexterity Improved Bestial Strength. Your Dexterity increases
bonus. While in your hybrid or animal forms, Your by +1, to a maximum of 20. While unarmored in your
unarmed strikes 1d8 slashing damage or piercing hybrid or animal forms, your AC is equal to 12 + your
damage on a hit. Dexterity bonus. While in your hybrid or animal forms,
Improved Bestial Strength. Your Strength increases you gain the Keen Smell trait.
by +1, to a maximum of 20. While unarmored in your Keen Smell. You have advantage on Wisdom
hybrid or animal forms, your AC is equal to 12 + your (Perception) checks that rely on smell.
Dexterity bonus. You gain Keen Smell in all forms.
While in your hybrid or animal forms, you gain a climb Weretiger
speed of 30 feet. Hit Dice. 1d10 per level
Keen Smell. You have advantage on Wisdom Alignment. Neutral
(Perception) checks that rely on smell. Bestial Strength. Your Strength increases by +1, to a
maximum of 20. While unarmored in your hybrid or
Wereboar animal forms, your AC is equal to 11 + your Dexterity
Hit Dice. 1d10 per level bonus. While in your hybrid or animal forms, Your
Alignment. Neutral evil unarmed strikes 1d8 piercing damage or slashing
Bestial Strength. Your Strength increases by +1, to a damage on a hit. While in your hybrid or animal forms,
maximum of 20. While unarmored in your hybrid or you gain the Pounce trait.
animal forms, your AC is equal to 11 + your Dexterity Improved Bestial Strength. Your Strength increases
bonus. While in your hybrid or animal forms, Your by +1, to a maximum of 20. While unarmored in your
unarmed strikes 1d6 piercing damage on a hit. While in hybrid or animal forms, your AC is equal to 12 + your
your hybrid or animal forms, you gain the Charge trait. Dexterity bonus. You gain Darkvision.
Improved Bestial Strength. Your Strength increases Pounce. If you move at least half of your base land
by +1, to a maximum of 20. While unarmored in your speed (rounded down to the nearest 5 feet) straight
hybrid or animal forms, your AC is equal to 12 + your toward a creature then hit it with an unarmed strike on
Dexterity bonus. While in your hybrid or animal forms, the same turn, you may attempt to shove the target
you gain the Relentless trait. prone as a bonus action (see “Shoving a Creature”,
page 195 of the Player’s Handbook).

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 74
Werewolf Natural Armor. While unarmored, your AC is equal
Hit Dice. 1d10 per level to 12 + your Dexterity modifier.
Alignment. Chaotic evil Touch. Your unarmed strikes deal 1d8 fire damage
Bestial Strength. Your Strength increases by +1, to a on a hit.
maximum of 20. While unarmored in your hybrid or Languages. You can speak, read, and write in Ignan.
animal forms, your AC is equal to 11 + your Dexterity
bonus. While in your hybrid or animal forms, Your Playing a Magmin
unarmed strikes 1d8 piercing damage on a hit. Magmin are quick and have good Dexterity, making
Improved Bestial Strength. Your Strength increases them excellent rangers and rogues. Their Touch ability
by +1, to a maximum of 20. While unarmored in your allows them to deal fire damage with a touch, allowing
hybrid or animal forms, your AC is equal to 12 + your them to easily circumvent resistances to normal
Dexterity bonus. While in your hybrid or animal forms, weapon damage. Death burst provides a great last
you gain the Keen Hearing and Smell trait. resort option, but be careful not to rely on it or you
Keen Hearing and Smell. You have advantage on may find your character unconscious through long
Wisdom (Perception) checks that rely on hearing or portions of an encounter.
smell. Like other elementals, magmin only exist when
magically summoned. Consider what magic brought
Magmin your character into existence, and who may have
performed that magic. You might be bound to that
Small fire elementals bound into a form of hardened
spellcaster in some fashion, which may be a good
magma.
reason to remain in an adventuring party.
Magmin Traits
Magmins share the following racial traits.
Manticore
Creature Type. Elemental. You do not require air, Evil predators resembling a lion with bat wings and a
food, drink, or sleep. Instead, you enter a restful state, humanoid face. Manticores are known for their ability
remaining semiconscious, for 4 hours a day. While to fire bony spikes from their tails.
resting, you can dream after a fashion; such dreams are
reflexive mental exercises inherent to your Manticore Traits
consciousness. After resting in this way, you gain the Manticores share the following racial traits.
same benefit that a human does from 8 hours of sleep. Creature Type. Monstrosity
Ability Score Increase. +2 Dexterity. Ability Score Increase. +1 Strength, +1 Constitution.
Alignment. Though not actively evil or intentionally Alignment. Evil, intelligent predators, most
destructive, magmins are driven by an innate desire to manticores are lawful evil.
set fire to everything around them. Most magmins are Size. Your size is medium.
chaotic neutral. Speed. Your base walking speed is 30 ft.
Size. Your size is small. Bite and Claws. Your unarmed strikes deal 1d8
Speed. Your base walking speed is 30 ft. piercing or slashing damage on a hit.
Death Burst. When you fall to 0 hit points, you Darkvision. You can see in dim light within 60 feet of
explode in a burst of fire and magma. Each creature you as if it were bright light, and in darkness as if it
within 10 feet of you must make a Dexterity saving were dim light. You can’t discern color in darkness, only
throw, taking 1d8 fire damage on a failed save, or half shades of gray.
as much damage on a successful one. The DC of this Flight. You have a flying speed of 30 feet. To use this
check is 8 + your proficiency bonus + your Constitution speed, you can’t be wearing medium or heavy armor.
modifier. Flammable objects that aren't being worn or Natural Armor. While unarmored, your AC is equal
carried in the area are ignited. The damage increases to 11 + your Dexterity modifier.
by 1d8 when you reach 5th level (2d8), 11th level (3d8), No Hands. You are unable to wield weapons or wear
and 17th level (4d8). shields, and cannot use items which require
Ignited Illumination. As a bonus action, you can set manipulation, including spellcasting foci, wands, tools,
yourself ablaze or extinguish your flames. While ablaze, etc.
you shed bright light in a 10-foot radius and dim light
for an additional 10 feet.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 75
Tail Spikes. You may fire stiff, bony spikes from your creature fails 6 saving throws, it is petrified until freed
tail as a ranged weapon attack. This attack has 30/60 by greater restoration or similar magic. On a successful
range, and deals 1d8 piercing damage on a hit. saving throw, the creature resists the effect, and is
Languages. You can speak, read, and write in treated as having one less level of fatigue. The creature
Common. is treated as having one less level of fatigue each round
until they are treated as having 0 levels of exhaustion.
Playing a Manticore Creatures immune to fatigue are not immune to this
Strong and durable like many beasts and beast-like effect, and any actual levels of exhaustion do not stack
creatures, manticores make excellent barbarians and with this effect.
fighters. Lacking hands limits the manticore’s abilty to This effect lasts up to one minute. You must
use spellcasting foci, but the manticore’s tail spikes maintain concentration during that time, as if you were
offer a potent ranged option. casting a spell. If you lose concentration, the creature is
Manticores hunt in packs, and willingly join forces treated as having no levels of exhaustion from this
with other evil creatures provided that they are treated effect and immediately returns to normal. If the
well and given regular prey. An evil party might recruit creature becomes petrified by this effect, the effects
a manticore character by promising it the right to eat are permanent and you no longer need to concentrate.
the party’s foes. A creature may avert its eyes from you, which makes
it immune to this ability. If it does so, it cannot see you
Medusa until the beginning of its next turn, at which point it
Mythical beasts with snakes for hair and the ability to may choose to avert its eyes again.
petrify creatures with their gaze. After you use this ability, you can't use it again until
you complete a short or long rest.
Medusa Traits Snake Hair. Your unarmed strikes deal 1d4 poison
Medusas share the following racial traits. damage on a hit.
Creature Type. Monstrosity Languages. You can speak, read, and write in
Ability Score Increase. +1 Dexterity, +1 Charisma. Common.
Alignment. Evil creatures cursed as a result of their
desire for eternal life and beauty, most medusas are Playing a Medusa
lawful evil. Medusas are nimble, crafty, and have a deadly
Size. Your size is medium. petrifying gaze. Their abilities make them excellent
Speed. Your base walking speed is 30 ft. rogues and warlocks, and either class fits the origin of
Darkvision. You can see in dim light within 60 feet of the monster well.
you as if it were bright light, and in darkness as if it Cursed by their own vanity, medusas may have
were dim light. You can’t discern color in darkness, only varying opinions about revealing themselves to other.
shades of gray. A medusa traveling with others might choose to cover
Natural Armor. While unarmored, your AC is equal themselves, possibly wearing a veil to obscure their
to 15 + your Dexterity modifier. petrifying gaze.
Petrifying Gaze. As an action, you can attempt to
petrify a creature with your gaze. You and the creature
Mephits
must be within 30 ft. and must be able to see each Mephits are imp-like elemental creatures composed of
other. Creatures whose bodies are not made of flesh, two of the four elements.
such as constructs, are immune to this effect, as are
creatures immune to paralysis. The target creature Mephit Traits
must make a Constitution saving throw. The DC for this Mephits share the following racial traits.
saving throw is 8 + your Constitution modifier + your Creature Type. Elemental. You do not require air,
proficiency bonus. food, drink, or sleep. Instead, you enter a restful state,
On a failed save, the creature begins to turn to remaining semiconscious, for 4 hours a day. While
stone. They are treated as having 1 level of fatigue. The resting, you can dream after a fashion; such dreams are
creature must repeat this saving throw at the end of reflexive mental exercises inherent to your
each of its turns. On a failed saving throw, the creature consciousness. After resting in this way, you gain the
is treated as gaining an additional level of fatigue. If the same benefit that a human does from 8 hours of sleep.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 76
Alignment. Cruel tricksters, most Mephits are ability takes effect. You must maintain concentration
neutral evil. during that time, as if you were casting a spell.
Size. Your size is small. Flight. You have a flying speed of 30 feet. To use this
Claws. Your unarmed strikes deal 1d4 slashing speed, you can’t be wearing medium or heavy armor.
damage on a hit. Magma Body. You have weakness to cold damage,
Darkvision. You can see in dim light within 60 feet of and you have resistance to fire damage.
you as if it were bright light, and in darkness as if it Languages. You can speak, read, and write in Ignan
were dim light. You can’t discern color in darkness, only and Terran.
shades of gray.
Mud Mephit
Poison Immunity. You are immune to poison
Speed. Your base walking speed is 20 ft. and you
damage, and immune to the poisoned condition.
have a swim speed of 20 ft.
Subrace. Choose one of these subraces. You gain the
False Appearance. While motionless, you appear
traits listed under your chosen subrace in addition to
indistinguishable from an ordinary mound of mud. You
those listed above.
must spend one minute motionless before this ability
Dust Mephit takes effect. You must maintain concentration during
Speed. Your base walking speed is 30 ft. that time, as if you were casting a spell.
Death Burst. When you fall, you explode in a burst of Flight. You have a flying speed of 20 feet. To use this
dust. Each creature within 5 feet of you must then speed, you can’t be wearing medium or heavy armor.
succeed on a Constitution saving throw or be blinded Mud Breath. As an action, you can breathe viscous
for 1 minute. The DC of this saving throw is 8 + your mud onto a creature within 5 feet. If the target is
proficiency bonus + your Constitution bonus. A blinded Medium or smaller, it must succeed on a Dexterity
creature can repeat the saving throw on each of its saving throw or be restrained for 1 minute. The DC for
turns, ending the effect on itself on a success. this saving throw equals 8 + your Constitution modifier
Flight. You have a flying speed of 30 feet. To use this + your proficiency bonus. A creature can repeat the
speed, you can’t be wearing medium or heavy armor. saving throw at the end of each of its turns, ending the
Languages. You can speak, read, and write in Auran effect on itself on a success.
and Terran. After you use this ability, you can't use it again until
you complete a short or long rest.
Ice Mephit
Languages. You can speak, read, and write in Aquan
Speed. Your base walking speed is 30 ft.
and Terran.
False Appearance. While motionless, you appear
indistinguishable from an ordinary shard of ice. You Smoke Mephit
must spend one minute motionless before this ability Speed. Your base walking speed is 30 ft.
takes effect. You must maintain concentration during Flight. You have a flying speed of 30 feet. To use this
that time, as if you were casting a spell. speed, you can’t be wearing medium or heavy armor.
Flight. You have a flying speed of 30 feet. To use this Fire Resistance. You have resistance to fire damage.
speed, you can’t be wearing medium or heavy armor. Languages. You can speak, read, and write in Aquan
Ice Body. You have weakness to bludgeoning and Ignan.
damage and fire damage, and you have resistance to
Steam Mephit
cold damage.
Speed. Your base walking speed is 30 ft.
Innate Spellcasting. You can cast the fog cloud spell
Death Burst. When you fall to 0 hit points, you
once per day. Charisma is your spellcasting ability for
explode in a burst of fire and magma. Each creature
this spell.
within 10 feet of you must make a Dexterity saving
Languages. You can speak, read, and write in Aquan
throw, taking 1d8 fire damage on a failed save, or half
and Auran.
as much damage on a successful one. The DC of this
Magma Mephit check is 8 + your proficiency bonus + your Constitution
Speed. Your base walking speed is 30 ft. modifier. Flammable objects that aren't being worn or
False Appearance. While motionless, you appear carried in the area are ignited. The damage increases
indistinguishable from an ordinary mound of magma. by 1d8 when you reach 5th level (2d8), 11th level (3d8),
You must spend one minute motionless before this and 17th level (4d8).

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 77
Flight. You have a flying speed of 30 feet. To use this Merrow
speed, you can’t be wearing medium or heavy armor.
Fire Resistance. You have resistance to fire damage. Monstrosities descended from merfolk ensnared by
Innate Spellcasting. You know the dancing lights the demon lord Demogorgon, merrow are hulking
cantrip. Charisma is your spellcasting ability for this aquatic monstrosities set loose on the material plane
spell. to cause havoc.
Languages. You can speak, read, and write in Auran
and Ignan. Merrow Traits
Merrow share the following racial traits.
Playing a Mephit Creature Type. Monstrosity
Mephits all work in roughly the same way. They lack Ability Score Increase. +2 Strength, +2 Constitution.
ability increases, but their mobility and special abilities Alignment. Twisted by eons on the abyss, most
offer interesting options which can work for a variety merrow are chaotic evil.
of classes. Size. Your size is medium.
The Monster Manual provides little information on Speed. Your base walking speed is 10 ft. and you
mephits’ personalities, but it describes them as cruel have a swim speed of 40 ft.
tricksters. If your party includes characters who Bite and Claws. Your unarmed strikes deal 1d4
worship a deity who enjoys trickery, or if your party piercing or slashing damage on a hit.
gets by on deception, a mephit might be a good fit. Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
Merfolk were dim light. You can’t discern color in darkness, only
shades of gray.
Merfolk are an iconic race of aquatic humanoids,
Languages. You can speak, read, and write in Abyssal
famous for their fish-like lower bodies.
and Aquan.
Merfolk Traits
Playing a Merrow
Merfolk share the following racial traits.
Merrow are strong and durable, making them excellent
Creature Type. Humanoid (merfolk)
barbarians and fighters. They lack any active special
Ability Score Increase. Your ability scores each
abilities, but that doesn’t make them any less effective.
increase by 1.
Since merrow originate from the abyss, they fit well
Alignment. Merfolk are diverse creatures, and have
into any party with demon worshippers or other
no predisposition to any one alignment.
similarly evil characters.
Size. Your size is medium.
Speed. Your base walking speed is 10 ft., and you Mimic
have a swim speed of 40 feet.
Languages. You can speak, read, and write in Mimics are iconic ambush predators, known for
Common and Aquan. disguising themselves as mundane objects like chests
to attract and prey upon unsuspecting prey.
Variant Merfolk Traits
If your campaign uses the optional feat rules from chapter 5 Mimic Traits
of the Player’s Handbook, your Dungeon Master might allow Mimics share the following racial traits.
these variant traits, all of which replace the Merfolk’s Ability
Creature Type. Monstrosity
Score Increase trait.
Ability Score Increase. Two different ability scores of your Ability Score Increase. +1 Strength, +1 Constitution.
choice increase by 1. Alignment. Motivated by little more than hunger,
Skill. You gain proficiency in one skill of your choice. most mimics are neutral.
Feat. You gain one feat of your choice. Size. Your size is medium.
Speed. Your base walking speed is 15 ft.
Playing a Merfolk Adhesive. While in object form, you can adhere to
Merfolk are the humans of the sea; they are a flexible, huge or smaller object or creature that touches you as
diverse, and far-ranging race which can fit into any a reaction. Ability checks to escape this grapple have
story. Their ability scores allow them to thrive as any disadvantage.
class.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 78
Amorphous Form. You have no hands. You are Alignment. Horrible brain-eating tyrants, most mind
unable to wield weapons or wear shields, and cannot flayers are lawful evil.
use items which require manipulation, including Size. Your size is medium.
spellcasting foci, wands, tools, etc. You are unable to Speed. Your base walking speed is 30 ft.
wear armor or use shields. Darkvision. You can see in dim light within 60 feet of
Bite and Pseudopod. You are proficient with your you as if it were bright light, and in darkness as if it
unarmed strikes, and may attack with a bite or with a were dim light. You can’t discern color in darkness, only
pseudopod. shades of gray.
When you attack with a bite, your unarmed strikes Extract Brain. On a successful hit with your
deal 1d4 piercing damage and 1d4 acid damage on a tentacles, if the damage would reduce the creature to
hit. 0 hit points, you may choose to kill the target by
When you attack with a pseudopod, your unarmed extracting and devouring its brain.
strikes deal 1d8 bludgeoning damage on a hit. When Innate Spellcasting (Psionics). Once you reach 3rd
you take the Attack action and make an unarmed strike level, you can cast the levitate spell once per day.
with a pseudopod, you can use a bonus action to Intelligence is your spellcasting ability for this spell.
initiate a grapple with the target of your successful Mind Blast. As an action, you can magically emit
unarmed strike. You may grapple even though you psychic energy in a 15-foot cone. Each creature in that
have no hands. line must make an Intelligence saving throw. The DC
False Appearance. While motionless in object form, for this saving throw equals 8 + your Intelligence
you appear indistinguishable from an ordinary object. modifier + your proficiency bonus. A creature takes 2d6
You must spend one minute motionless before this psychic damage on a failed save and half as much
ability takes effect. You must maintain concentration damage on a successful one. The damage increases to
during that time, as if you were casting a spell. 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th
Grappler. You have advantage on attack rolls against level.
a creature you are grappling. After you use this ability, you can't use it again until
Natural Armor. While unarmored, your AC is equal you complete a short or long rest.
to 11 + your Dexterity modifier. Tentacles. Your unarmed strikes deal 1d4 psychic
Shapechanger. You can use an action to polymorph damage on a hit.
into an object or back into your true, amorphous form. Telepathy. You can communicate telepathically with
Your statistics are the same in each form. Any any creature that knows a language within 30 ft.
equipment you are wearing or carrying isn't Languages. You can speak, read, and write in Deep
transformed. You revert to your true form if you die. Speech and Undercommon.
Languages. You can speak, read, and write in
Common. Playing a Mind Flayer
Mind flayers are intelligent and have some useful
Playing a Mimic abilities which supplement the abilities of classes like
Mimics are fantastic grapplers, but are seriously wizard. When official psionics rules are eventually
hampered by their limited mobility. Learn to rely on published, mind flayers should make natural psionics.
guile, ambushes, or assistance to quickly get yourself Arcane spellcasters are hugely rare among mind
into melee range. Consider classes like barbarian to flayers, who eschew arcane magic in favor of psionics.
improve your AC, but fighter, monk, and ranger can If you choose to play a mind flayer wizard, being an
both capitalize on your capabilities in melee combat. outcast among your own kind is wonderful motivation
to take up a life of adventure.
Mind Flayer
Horrifying creatures known for eating the brains of
Minotaur
sentient creatures. Minotaurs are great horned monstrosities resembling a
humanoid bull. They are famous for their horns, and
Mind Flayer Traits for their ability to perfectly navigate labyrinths.
Mind flayers share the following racial traits.
Creature Type. Aberration Minotaur Traits
Ability Score Increase. +2 Intelligence. Minotaurs share the following racial traits.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 79
Creature Type. Monstrosity Creature Type. Construct. You do not require air,
Ability Score Increase. +1 Strength. food, drink, or sleep. Instead, you enter a restful state,
Monster of the Labyrinth. +1 Strength, Constitution, remaining semiconscious, for 4 hours a day. While
or Wisdom resting, you can dream after a fashion; such dreams are
Alignment. Descended from cursed demon- reflexive mental exercises inherent to your
worshippers and outcasts, most minotaurs are chaotic consciousness. After resting in this way, you gain the
evil. same benefit that a human does from 8 hours of sleep.
Size. Your size is medium. Alignment. Modrons are typically lawful neutral, but
Speed. Your base walking speed is 30 ft. a rogue Modron may be of any alignment.
Charge. Once per turn, if you move at least 15 feet Disintegration. If you die, your body disintegrates
toward a creature and hit it with a Strength-based into dust, leaving behind any items you were wearing
melee weapon attack, the target takes an extra 1d6 or carrying.
damage from the attack. This damage increases to 2d6 Otherworldly Perception. You can sense the
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. presence of any creature within 30 feet of you that is
Darkvision. You can see in dim light within 60 feet of invisible or on the Ethereal Plane. You can pinpoint
you as if it were bright light, and in darkness as if it such a creature that is moving.
were dim light. You can’t discern color in darkness, only Languages. You can speak, read, and write in
shades of gray. Modron.
Horns. Your unarmed strikes deal 1d6 piercing Subrace. Choose one of these subraces. You gain the
damage on a hit, or 1d10 damage on a hit when you traits listed under your chosen subrace in addition to
use your Charge ability. those listed above.
Labyrinthine Recall. You can perfectly recall any
Monodrone and Quadrone
path you have traveled.
Ability Score Increase. +1 Dexterity.
Natural Armor. While unarmored, your AC is equal
Size. Your size is medium.
to 13 + your Dexterity modifier.
Speed. Your base walking speed is 30 ft.
Languages. You can speak, read, and write in
Fist. Your unarmed strikes deal 1d4 bludgeoning
Common and Abyssal.
damage on a hit.
Playing a Minotaur Flight. You have a flying speed of 30 feet. To use this
speed, you can’t be wearing medium or heavy armor.
Minotaurs are strong brutes, and make excellent
Natural Armor. While unarmored, your AC is equal
Barbarians, Clerics, Fighters, and Rangers. Be sure to
to 13 + your Dexterity modifier.
use your Charge ability when moving around in
combat. Duodrone
Minotaurs are evil monsters in most fantasy settings, Ability Score Increase. +2 Dexterity, +1 Constitution.
but not in all of them. Depending on your setting, your Size. Your size is medium.
character might be from any number of backgrounds Speed. Your base walking speed is 30 ft.
and have any kind of personality. Fist. Your unarmed strikes deal 1d4 bludgeoning
damage on a hit.
Modrons Natural Armor. While unarmored, your AC is equal
Modrons are constructs from the plan of Mechanus to 13 + your Dexterity modifier.
who serve Primus. A normal Modron’s mind is linked Tridrone
into the Modron hierarchy, and they are utterly Ability Score Increase. +2 Dexterity, +1 Constitution.
incapable of disobedience. However, sometimes Size. Your size is medium.
Modrons become defective, and break from the Speed. Your base walking speed is 30 ft.
dictates of Primus. Fist. Your unarmed strikes deal 1d6 bludgeoning
The traits presented here work for all modrons, but damage on a hit.
players will generally play rogue modrons. Natural Armor. While unarmored, your AC is equal
to 13 + your Dexterity modifier.
Modrons Traits Three Arms. You have three arms, and may hold and
Modrons share the following racial traits. use items in each of your hands.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 80
If you have Extra Attacks, when you take the Attack player characters are “rogue” modrons (not to be
action you may make each of your attacks using any confused with modron rogues). Rogue modrons are
weapon you are holding. only vaguely detailed, so a rogue modron might do any
When you take the Attack action and attack with a number of strange things, including joining a party of
weapon which qualifies for use with two-weapon adventurers.
fighting, you can use a bonus action to attack with a
different qualifying weapon. You don’t add your ability Mummies
modifier to the damage of the bonus attack unless the Undead raised by terrible rituals, mummies are
modifier is negative or you have an ability which allows animated bodies wrapped in bandages which
you to add your ability modifier to the bonus attack frequently occupy ancient crypts and tombs.
granted by two-weapon fighting. If you choose to make
this additional attack, you may not benefit from using a Mummy Traits
shield until the beginning of your next turn. Mummies share the following racial traits.
If you use a weapon with the Heavy property or use Creature Type. Undead. You don’t require air, food,
a Versatile weapon two-handed you may not benefit drink, or sleep. Instead, you enter a restful state,
from using a shield until the beginning of your next remaining semiconscious, for 4 hours a day. While
turn, but you may switch between multiple Heavy or resting, you can dream after a fashion; such dreams are
Versatile weapons with each attack. reflexive mental exercises inherent to your
Pentadrone consciousness. After resting in this way, you gain the
Ability Score Increase. +2 Strength. same benefit that a human does from 8 hours of sleep.
Size. Your size is medium. Ability Score Increase. +1 Strength.
Speed. Your base walking speed is 35 ft. Alignment. Animated by an evil necromantic ritual,
Arms. Your unarmed strikes deal 1d8 bludgeoning most mummies are lawful evil.
damage on a hit. Size. Your size is medium.
Natural Armor. While unarmored, your AC is equal Speed. Your base walking speed is 30 ft.
to 14 + your Dexterity modifier. Darkvision. You can see in dim light within 60 feet of
No Hands. You are unable to wield weapons or wear you as if it were bright light, and in darkness as if it
shields, and cannot use items which require were dim light. You can’t discern color in darkness, only
manipulation, including spellcasting foci, wands, tools, shades of gray.
etc. Dreadful Glare. As an action, you can magically
Paralyzing Gas. As an action, you can exhale a mildly terrify a creature with your gaze. Target one creature
paralytic gas in a 15-foot cone. Each creature in that within 60 feet of you that you can see. If the target can
line must make a Constitution saving throw. The DC for see you, it must make a Wisdom saving throw or
this saving throw equals 8 + your Constitution modifier become frightened until the end of your next turn. The
+ your proficiency bonus. A creature is restrained for DC for this saving throw equals 8 + your Charisma
one minute on a failed. A creature can repeat the modifier + your proficiency bonus.
saving throw at the end of each of its turns, ending the After you use this ability, you can't use it again until
effect on itself on a success. you complete a short or long rest.
After you use this ability, you can't use it again until Fist. Your unarmed strikes deal 1d4 bludgeoning
you complete a long rest. damage on a hit.
Languages. You can speak, read, and write in
Playing a Modron Common and one other language that the mummy
Monodrones and quadrones make excellent rangers knew in life.
and rogues due to their increased Dexterity and their Subrace. Choose one of these subraces. You gain the
ability to fly. Duodrones and quadrons make excellent traits listed under your chosen subrace in addition to
barbarians, fighters due to their strength, durability, those listed above.
and natural armor. Pentadrones also make excellent Mummy
barbarians and fighters, but trade their hands for a Ability Score Increase. +1 Constitution.
potent breath weapon.
Since modrons don’t act outside of their given Mummy Lord
instructions, it’s generally best to assume that modron Ability Score Increase. +1 Wisdom.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 81
Playing a Mummy creatures can communicate telepathically with one
Mummies are intelligent undead. Normal mummies another while they are within 30 feet of each other.
are raised from servants to serve and protect the The effect lasts for 1 hour.
tombs of the mummy lord who they served in life. Both After you use this ability, you can't use it again until
types of mummy are strong, but their abilities differ. you complete a short or long rest.
Common mummies are durable, making them Superior Darkvision. You can see in dim light within
excellent barbarian fighters, while mummy lords are 120 feet of you as if it were bright light, and in
wise, making them excellent clerics and druids. darkness as if it were dim light. You can’t discern color
Mummies are inherently evil, and are animated into in darkness, only shades of gray.
undeath when a condition specified by their creator is Sun Sickness. While in sunlight, you have
met. This condition typically involves the desecration of disadvantage on ability checks, attack rolls, and saving
some item or location important to the mummy’s throws. You die if you spend more than 1 hour in direct
creator. Consider what animated your mummy sunlight.
character, who created them, and what would allow Languages. You know no languages.
your character to return to a peaceful rest.
Playing a Myconid
Myconid Myconids are durable and wise, but their racial traits
don’t lend themselves well to violence. Consider
Myconids are peaceful, sentient fungoid creatures classes like cleric, druid, and monk which can take
native to the underdark. advantage of the myconid’s ability score increases, and
which spend enough time in melee to use Pacifying
Myconid Traits
Spores.
Myconids share the following racial traits.
Because myconids lack the ability to speak, they rely
Creature Type. Plant.
almost entirely on Rapport Spores to communicate.
Ability Score Increase. +1 Constitution, +1 Wisdom.
This bizarre form of telepathy allows a small group of
Alignment. Simple, peaceful creatures with a simple
creatures to communicate with each other, offering a
bug regimented society, most myconids are lawful
potent silent communication mechanism for groups of
neutral.
adventurers who often must rely on stealth to survive.
Size. Your size is medium.
Myconids abhor violence, so consider how your
Speed. Your base walking speed is 25 ft.
character might reconcile their innate pacifism with the
Can’t Speak. You are unable to speak, but are still
violent lifestyle of adventurers.
able to read, write, and understand any languages
which you know. You are unable to perform verbal Myconid Spore Servant [Template:
spell components.
Fist. Your unarmed strikes deal 1d4 bludgeoning Natural]
damage on a hit. Zombie-like creatures reanimated by the spores of a
Pacification Spores. You eject spores at one creature myconid sovereign, myconid spore servants exist to
you can see within 5 feet of you. The target must serve and protect their peaceful masters.
succeed on a Constitution saving throw or be
incapacitated for 1 minute. The DC of this saving throw Becoming a Myconid Spore Servant
is 8 + your proficiency bonus + your Constitution Any large or smaller flesh and blood creature can
modifier. The target can repeat the saving throw at the become a spore servant by being brought back to life
end of each of its turns, ending the effect on itself on a by the animating spores of a myconid sovereign.
success. Constructs, elementals, oozes, plants, or undead can't
After you use this ability, you can't use it again until be turned into spore servants.
you complete a short or long rest.
Rapport Spores. As an action, you can spread spores Myconid Spore Servant Traits
which allow affected creatures to communicate All myconid spore servants have the following traits,
telepathically. A 20-foot radius of spores extends from adding these traits to their existing racial traits upon
you. These spores can go around corners and affect gaining the template.
only creatures with an Intelligence of 2 or higher that Creature Type. You replace your current creature
aren't undead, constructs, or elementals. Affected type with Plant, and remove any subtypes or tags.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 82
Retained Racial Traits. You retain racial ability Natural Armor. While unarmored, your AC is equal
adjustments to Strength, Dexterity, and Constitution, to 13 + your Dexterity modifier.
any resistances, vulnerabilities, immunities, natural Poison Immunity. You are immune to poison
armor, and natural weapons (claws, etc.). damage, and immune to the poisoned condition.
Lost Racial Traits. If your racial traits include natural Rejuvenation. If you die, you return to life in a
weapons that deal damage types other than secluded area near where you died 1d6 days later. Only
bludgeoning, piercing, or slashing damage (poison, fire, a wish spell can prevent this trait from functioning.
etc.), your natural weapons no longer deal that Serpentine Body. You have no arms or hands. You
damage. You lose any racial ability adjustments to are unable to wield weapons or wear shields, and
Intelligence, Wisdom, and Charisma. You lose any cannot use items which require manipulation, including
special senses such as Darkvision, Blindsight, or spellcasting foci, wands, tools, etc. You are unable to
Tremorsense. You lose any other special racial traits wear armor.
and abilities not specified under Retained Racial Traits. Subrace. Choose one of these subraces. You gain the
Ability Score Increase. -2 Intelligence, -2 Wisdom, -2 traits listed under your chosen subrace in addition to
Charisma. those listed above.
Alignment. Robbed of their former personality, most
Guardian Naga
myconid servants are neutral.
Ability Score Increase. +1 Wisdom.
Speed. Reduce each of your racial speeds by 10 feet,
Alignment. Wise, noble spirits dedicated to guarding
to a minimum of 5 feet.
ancient sites and artifacts, most guardian nagas are
Senses. You have blindsight with a radius of 30 feet,
lawful evil.
but you are blind beyond this radius.
Speed. Your base walking speed is 35 ft.
Condition Immunities. You are immune to the
Innate Spellcasting. You know the thaumaturgy
blinded, charmed, frightened, and paralyzed
cantrip. Once you reach 3rd level, you can cast the
conditions.
shield of faith spell once per day. Once you reach 5th
Attacks. If your race does not already have natural
level, you can also cast the calm emotions spell.
weapons, you develop the ability to fight with your fists
Wisdom is your spellcasting ability for these spells.
or limbs better than a living member of your race. Your
Languages. You can speak, read, and write in
unarmed strikes deal 1d4 bludgeoning damage on a
Celestial and Common.
hit.
Languages. You lose all known languages, but can Spirit Naga
responds to orders given to you by myconids using Ability Score Increase. +1 Intelligence.
rapport spores. You must give highest priority to orders Alignment. Devious, spiteful, and obsessed with
received from the most powerful myconid. revenge, most spirit nagas are chaotic evil.
Speed. Your base walking speed is 35 ft.
Naga Innate Spellcasting. You know the minor illusion
Eternal, undying spirit creatures resembling snakes, cantrip. Once you reach 3rd level, you can cast the
nagas dwell among ruins of long-dead civilizations. charm person spell once per day. Once you reach 5th
level, you can also cast the detect thoughts spell.
Naga Traits Intelligence is your spellcasting ability for these spells.
Nagas share the following racial traits. Languages. You can speak, read, and write in Abyssal
Creature Type. Monstrosity and Common.
Ability Score Increase. +1 Dexterity. Bone Naga Traits
Size. Your size is medium. A naga’s rejuvenation can be prevented by a ritual known to
Bite. Your unarmed strikes deal 1d4 piercing damage the Yuan-Ti which changes the naga into a bone naga, an
and 1d4 poison damage on a hit. undead servitor with abilities resembling those it bore in life.
Darkvision. You can see in dim light within 60 feet of A bone naga uses the same traits as a living naga, except as
you as if it were bright light, and in darkness as if it noted below.
were dim light. You can’t discern color in darkness, only Creature Type. Undead. You don’t require air, food, drink,
or sleep. Instead, you enter a restful state, remaining
shades of gray.
semiconscious, for 4 hours a day. While resting, you can
Immortal Nature. You do not require air, food, drink,
dream after a fashion; such dreams are reflexive mental
or sleep. exercises inherent to your consciousness. After resting in this

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 83
way, you gain the same benefit that a human does from 8 Ability Score Increase. +1 Strength, +1 Charisma.
hours of sleep. Alignment. Evil, predatory fiends created from
Alignment. Undead servants stripped of their former tortured pegasi, most nightmares are neutral evil.
personalities, most bone nagas are lawful evil.
Size. Your size is medium.
Speed. Your base walking speed is 30 ft.
Speed. Your base walking speed is 40 ft.
Immortal Nature. Bone nagas lose the Immortal Nature
trait. Can’t Speak. You are unable to speak, but are still
Rejuvenation. Bone nagas lose the Rejuvenation trait. able to read, write, and understand any languages
Undead Nature. You are immune to the charmed, which you know. You are unable to perform verbal
exhaustion, and paralyzed conditions. spell components.
Flight. You have a flying speed of 40 feet. To use this
Playing a Naga speed, you can’t be wearing medium or heavy armor.
Nagas are potent spellcasting snakes. Their Hooves. Your unarmed strikes deal 1d4 bludgeoning
Rejuvenation ability allows them to face danger damage and 1d4 fire damage on a hit.
fearlessly, and their spells and natural weapons Natural Armor. While unarmored, your AC is equal
provide reliable options in a variety of situations. to 11 + your Dexterity modifier.
No Hands. You are unable to wield weapons or wear
Bone Naga shields, and cannot use items which require
Bone nagas give up the naga’s Rejuvenation ability, but manipulation, including spellcasting foci, wands, tools,
picks up some useful condition immunities. etc.
Since bone naga are evil undead servitors created by Languages. You can read understand Abyssal,
yuan-ti rituals, they are a good fit in a party including Common, and Infernal.
yuan-ti. However, they might also work alongside other
evil characters like necromancers who might have Playing a Nightmare
access to the magic to create a bone naga. Nightmares are strong and have a commanding
Guardian Naga presence. Their natural charisma makes them excellent
Guardian nagas wise and make excellent clerics, druids, paladins, sorcerers, and warlocks, but their lack of
and monks. Their innate spells complement those of hands makes it difficult for them to cast many spells.
the cleric, providing some utility and defensive options. The nightmare’s personality isn’t explored in the
Guardian nagas work to keep evil artifacts and Monster Manual, so it’s unclear what motivates them.
locations out of the hands of those who would abuse Since they’re created from mutilated pegasi, it’s
them. They fit well into any party seeking to remove possible that the creature serves whoever created it
evil forces from sites of power or seeking to originally, which may be a way to justify including a
recover/destroy artifacts which could be used for nightmare in an evil party.
nefarious purposes.
Nothic
Spirit Naga
Spirit nagas are intelligent and conniving, making them Nothics are one-eyed aberrations, the twisted remains
excellent arcane tricksters and wizards. Their innate of scholars and spellcasters afflicted with a vile curse
spells lend themselves to trickery and manipulation. left by Vecna.
Spirit nagas are evil and vengeful, but have few
motivations beyond revenge. Fortunately, it’s easy to
Nothic Traits
turn revenge into motivation to do a variety of things, Nothics share the following racial traits.
so they can fit easily into a variety of parties. Creature Type. Aberration.
Ability Score Increase. +1 Dexterity.
Nightmare Alignment. Evil creatures born of a dark curse, most
Nothics are neutral evil.
Nightmares are black, fiendish horses famed for their Size. Your size is medium.
incredible speed and their flaming manes and tails. Speed. Your base walking speed is 30 ft.
Arcane Mysteries. You gain proficiency in the Arcana
Nightmare Traits skill.
Nightmares share the following racial traits. Claw. Your unarmed strikes deal 1d6 slashing
Creature Type. Fiend damage on a hit.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 84
Keen Sight. You have advantage on Wisdom Furious Temper. If you are insulted, confused,
(Perception) checks that rely on sight. mocked, robber, inconvenienced, or otherwise
Natural Armor. While unarmored, your AC is equal bothered by a creature or object, you can fly into a
to 12 + your Dexterity modifier. violent tantrum. As a bonus action, choose a creature
Otherworldly Perception. You can sense the or object that you can see within 90 feet to be the
presence of any creature within 30 feet of you that is subject of your tantrum. Until your tantrum ends, you
invisible or on the Ethereal Plane. You can pinpoint deal an extra 1d6 damage to the target whenever you
such a creature that is moving. hit it with a weapon attack. If the target drops to 0 hit
Rotting Gaze. As an action, you may target one points before this effects end, you can use a bonus
creature you can see within 30 ft. of you. The target action on a subsequent turn of yours to turn your
must succeed on a Constitution saving throw or take tantrum on a new creature or object.
1d8 necrotic damage. The DC for this saving throw is 8 Your tantrum lasts for 1 hour. You must maintain
+ your proficiency bonus + your Intelligence modifier. concentration during that time, as if you were casting a
The damage increases by 1d8 when you reach 5th level spell.
(2d8), 11th level (3d8), and 17th level (4d8). After you use this ability, you can't use it again until
Stealthy. You gain proficiency in the Stealth skill. you complete a short or long rest.
Weird Insight. As an action, you may target one Powerful Build. You count as one size larger when
creature you can see within 30 ft. of you. The target determining your carrying capacity and the weight you
must contest its Charisma (Deception) check against can push, drag, or lift.
your Wisdom (Insight) check. If you win, you magically Siege Monster. You deal double damage to objects
learn one fact or secret about the target. The target and structures.
automatically wins if it is immune to being charmed. Languages. You can speak, read, and write in
Languages. You can speak, read, and write in Common and Giant.
Undercommon.
Half-Ogre Traits
Playing a Nothic Ogres occasionally mate with humans, hobgoblins, bugbears,
or orcs to produce half-ogre children. Half-ogres have the
Sneaky, nimble, and with excellent senses, Nothics same traits as ogres, except as noted below.
make excellent Monks and Rogues. Their Weird Insight Bugbear. Half-ogres with bugbear parents lose the Siege
allows them to glean secrets from enemies at a Monster trait, and gain the Savage Attacks trait.
distance, and their Rotting Gaze provides a lethal Hobgoblin. Half-ogres with hobgoblin parents lose the Siege
attack option, even while unarmed. Monster trait, and gain the Stealthy trait.
Despite their affliction, Nothics are still inclined to Human. Half-ogres with human parents lose the ogre’s +2
hoard magical knowledge. They are at home in a party to Constitution, and gain +1 to any ability score except
with multiple spellcasters, especially wizards. Strength.
Orc. Half-ogres with orc parents lose the Furious Temper
Ogre trait and gain the Aggressive trait.

Among the smallest of giants, ogres are famous for Playing an Ogre
being violent, brutish, cruel, and incredibly stupid. Ogres are fantastic barbarians. Their natural strength
and durability play perfectly to the barbarian’s most
Ogre Traits important abilities, and Furious Temper offers a potent
Ogres share the following racial traits. damage boost.
Creature Type. Giant Ogres aren’t smart, but they’re greedy and like to kill
Ability Score Increase. +2 Strength, +2 Constitution. things. As such, they make fantastic mercenaries,
Alignment. Vicious, greedy, and easily angered, most providing an easy way to bring them into a party of evil
ogres are chaotic evil. characters.
Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Oni
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Fearsome magical bogeymen resembling ogres with
were dim light. You can’t discern color in darkness, only blue skin and magical powers.
shades of gray.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 85
Oni Traits etc. You are immune to the deafened, exhaustion, and
Oni share the following racial traits. prone conditions.
Creature Type. Giant Blind Senses. You have no eyes, and are blind (and
Ability Score Increase. +1 Strength, +1 Charisma. therefore immune to the Blinded condition). You have
Alignment. Conniving and opportunistic, but willing blindsight 30 ft.
to serve a master that rewards the oni, most oni are Languages. You can read and speak in Common.
lawful evil. Subrace. Choose one of these subraces. You gain the
Size. Your size is medium. traits listed under your chosen subrace in addition to
Speed. Your base walking speed is 30 ft. those listed above.
Claws. Your unarmed strikes deal 1d4 slashing Black Pudding
damage on a hit. Ability Score Increase. +1 Strength, +1 Constitution.
Darkvision. You can see in dim light within 60 feet of Amorphous. You can move through a space as
you as if it were bright light, and in darkness as if it narrow as 1 inch wide without squeezing.
were dim light. You can’t discern color in darkness, only Corrosive Form. Contact with your body corrodes
shades of gray. and destroys mundane armor and weaponry. When
Flight. You have a flying speed of 30 feet. To use this you make an unarmed strike and roll a natural 20 you
speed, you can’t be wearing medium or heavy armor. may destroy any non-magical shield made of metal or
Powerful Build. You count as one size larger when wood which the creature is currently wielding. If the
determining your carrying capacity and the weight you creature is not wielding a shield, you may destroy any
can push, drag, or lift. non-magical armor made of metal or wood that the
Languages. You can speak, read, and write in creature is wearing. Alternatively, if a creature attacks
Common and Giant. you with a non-magical weapon made of metal or
wood and rolls a natural 1 you may destroy the
Playing an Oni weapon used in the attack.
Oni’s abilities make it a fantastic paladin, sorcerer, or Damage Resistance. You have resistance to acid and
warlock. Natural flight provides fantastic mobility electricity.
which usually requires powerful magic, so take Pseudopod. Your unarmed strikes deal 1d4
advantage of your flight to out-maneuver your foes in bludgeoning and 1d4 acid damage on a hit.
combat. Speed. Your base walking speed is 20 ft. You have a
Oni are perfectly happy to cooperate with other climb speed of 20 ft.
creatures so long as the creatures provide the oni with Spider Climb. You can climb difficult surfaces,
payment, typically in the form of magic items. including upside down on ceilings, without needing to
make an ability check.
Oozes Split. When you are subjected to lightning or
Oozes are horrifying creatures which dissolve their slashing damage, you split into two new oozes if you
pray, and can often rapidly destroy metal, wood, and have a number of hit points greater than your level
stone. after applying the damage. Each new ooze has current
and maximum hit points equal to half of your original
Ooze Traits total, rounded down. The two new oozes are one size
Oozes share the following racial traits. smaller than your previous size. Any ongoing effects
Creature Type. Ooze continue to affect both oozes. You may not split into
Alignment. Usually unintelligent predators, most more than two oozes at one time.
oozes are neutral. While split this way, you control both oozes. If both
Size. Your size is medium. oozes are effected by a source of damage, such as a
Speed. Your base walking speed is 30 ft. breath weapon or a fireball spell, both oozes make
Amoeboid. Your body is a gelatinous, amoeboid saving throws and suffer damage independently. Both
form. You are unable to wear armor. You have no arms oozes move independently, and can move your full
or hands, and are unable to wield weapons or wear speed. However, both oozes must share your actions,
shields, and cannot use items which require bonus actions, and reactions. If you make the Attack
manipulation, including spellcasting foci, wands, tools, action and may make multiple attacks, you can make
each attack from either pudding.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 86
You may rejoin the two oozes as an action, You can hold only one creature of your size or up to
combining the current and maximum hit points and four creatures one or more sizes smaller than you
returning to your normal size. Any ongoing effects inside your body at a time.
affecting either pudding continues to affect the Pseudopod. Your unarmed strikes deal 1d8 acid
rejoined ooze. Duplicate effects only affect the ooze damage on a hit.
once, as though the effect had been applied to the Speed. Your base walking speed is 20 ft.
same creature multiple times. Transparent. While motionless, you are able to hide
Once split, your body begins to decompose. After a in plain sight. You must spend one minute motionless
number of rounds equal to your Constitution score, the before this ability takes effect. You must maintain
ooze with fewer hit points dies. If both oozes have the concentration during that time, as if you were casting a
same number of current hit points, select one spell. After you become transparent, it takes a Wisdom
randomly to die. (Perception) check to notice you until you move or take
If either ooze dies, your hit point maximum is an action. The DC of this check is 8 + your proficiency
reduced to that of the surviving ooze and you remain in bonus + your Constitution modifier.
your reduced size until you complete a long rest or are
Gray Ooze
effected by a greater restoration spell.
Amorphous. You can move through a space as
Gelatinous Cube narrow as 1 inch wide without squeezing.
Ability Score Increase. +1 Strength, +2 Constitution. Corrode Metal. Contact with your body corrodes and
Engulf. As an action you can move up to your speed destroys metal. When you make an unarmed strike and
and attempt to engulf a creature in your body. While roll a natural 20 you may destroy any non-magical
doing so, you can enter spaces of a creature up to your shield made of metal which the creature is currently
size. Whenever you enter a creature's space, you must wielding. If the creature is not wielding a shield, you
attempt to grapple the creature. may destroy any non-magical armor made of metal
If you fail to grapple the creature, the creature can that the creature is wearing. Alternatively, if a creature
choose to be pushed 5 feet back or to the side of the attacks you with a non-magical weapon made of metal
cube. A creature that chooses not to be pushed suffers and rolls a natural 1 you may destroy the weapon used
the consequences of losing the grapple. in the attack.
If you succeed the grapple, you enter the creature's Damage Resistance. You have resistance to acid,
space, and damage equal to your pseudopod damage. cold and fire.
The engulfed creature can't breathe and is restrained. Pseudopod. Your unarmed strikes deal 1d4
As a bonus action at the beginning of your turn you bludgeoning and 1d4 acid damage on a hit.
may automatically deal damage equal to your Speed. Your base walking speed is 20 ft. You have a
pseudopod damage to all creatures which you have climb speed of 20 ft.
currently engulfed.
Oche Jelly
When you move, the engulfed creature moves with
Amorphous. You can move through a space as
you. An engulfed creature can try to escape by
narrow as 1 inch wide without squeezing.
defeating you in a grapple. On a success, the creature
Damage Resistance. You have resistance to acid and
escapes and enters a space of its choice within 5 feet of
electricity.
you.
Pseudopod. Your unarmed strikes deal 1d4
Ooze Cube. You take up your entire space. Other
bludgeoning and 1d4 acid damage on a hit.
creatures can enter your space, but when a creature
Speed. Your base walking speed is 20 ft. You have a
that does so you may subject the creature to your
climb speed of 20 ft.
Engulf as a reaction and has disadvantage on opposed
Spider Climb. You can climb difficult surfaces,
grapple check.
including upside down on ceilings, without needing to
Creatures which you have engulfed can be seen but
make an ability check.
have total cover.
Split. When you are subjected to lightning or
A creature within 5 feet of you can take an action to
slashing damage, you split into two new oozes if you
pull a creature or object out of your body. Doing so
have a number of hit points greater than your level
requires defeating you at an opposed grapple, and the
after applying the damage. Each new ooze has current
creature making the attempt takes damage equal to
and maximum hit points equal to half of your original
your Pseudopod damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 87
total, rounded down. The two new oozes are one size Gelatinous Cube
smaller than your previous size. Any ongoing effects The gelatinous cube is a potent grappler. Engulf allows
continue to affect both oozes. You may not split into the ooze to quickly capture foes and damage them very
more than two oozes at one time. easily while making it difficult for them to escape. Hide
While split this way, you control both oozes. If both in Plain sight also allows the gelatinous cube to set
oozes are effected by a source of damage, such as a dangerous ambushes for unwary foes.
breath weapon or a fireball spell, both oozes make
Gray Ooze
saving throws and suffer damage independently. Both
The gray ooze trades the black pudding’s Split ability
oozes move independently, and can move your full
for additional durability.
speed. However, both oozes must share your actions,
bonus actions, and reactions. If you make the Attack Ochre Jelly
action and may make multiple attacks, you can make The ochre jelly trades the black pudding’s Corrosive
each attack from either pudding. Form ability for additional durability.
You may rejoin the two oozes as an action,
combining the current and maximum hit points and
returning to your normal size. Any ongoing effects Orcs
affecting either pudding continues to affect the Orcs are an iconic race featured in numerous works of
rejoined ooze. Duplicate effects only affect the ooze fantasy dating all the way back to Lord of the Rings.
once, as though the effect had been applied to the Though their presence and personality varies between
same creature multiple times. settings, Orcs are universally muscular brutes prone to
Once split, your body begins to decompose. After a violence and destruction.
number of rounds equal to your Constitution score, the
ooze with fewer hit points dies. If both oozes have the Orc Traits
same number of current hit points, select one Orcs share the following racial traits.
randomly to die. Creature Type. Humanoid (orc)
If either ooze dies, your hit point maximum is Ability Score Increase. +2 Strength.
reduced to that of the surviving ooze and you remain in Alignment. Prone to violence and destruction, most
your reduced size until you complete a long rest or are Orcs are chaotic evil.
effected by a greater restoration spell. Size. Your size is medium.
Speed. Your base walking speed is 30 ft.
Playing an Ooze Aggressive. As a bonus action, you can move up to
Oozes are extremely dangerous, but face severe your speed toward a hostile creature that you can see.
defensive limitations because they can’t wear armor Darkvision. You can see in dim light within 60 feet of
and have no natural armor. They also have poor speed, you as if it were bright light, and in darkness as if it
so they often have trouble getting within reach of their were dim light. You can’t discern color in darkness, only
foes. Oozes don’t have hands to perform somatic shades of gray.
components, so they generally work best in classes like Menacing. You gain proficiency in the Intimidation
Barbarian, Fighter, and Monk. skill.
Like many other creatures, being awakened has a Languages. You can speak, read, and write in
great deal of influence of your character’s personality. Common and Orc.
Consider what effect granted your character superior Subrace. Choose one of these subraces. You gain the
intelligence, and how that effect shaped your traits listed under your chosen subrace in addition to
character’s personality. those listed above.
Black Pudding Orc
Black puddings include the most interesting ooze Ability Score Increase. +1 Constitution.
abilities. They have the ability to destroy weapons and
armor and the ability to split in half. Split offers a Orog
potent tactical option, but also exposes the character Ability Score Increase. +1 Intelligence.
to twice as much possible damage from area effects.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 88
Playing an Orc Playing an Otyugh
Orcs are strong, aggressive brutes. They excel in melee Otyughs are simple beasts. Their natural armor and
combat, so take advantage of Aggressive to quickly excellent constitution make them extremely durable,
move to melee range and bring your immense Strength so they make good Barbarians, Fighters, and Monks.
into play. Orogs are more intelligent than typical Orcs, Otyughs are motivated by nothing but the need to
so their play style should be less reckless, but equally eat, but they’re intelligent enough to speak and can be
aggressive. trained by masters which can feed them enough to
Orcs, especially Orogs, make great mercenaries, keep them happy. Promises of suitable food may be
which offers them plenty of opportunity to work enough to motivate an otyugh into nearly any party.
alongside civilized races and travel in civilized lands.
However, in many settings Orcs are widely hated so Owlbear
you may have trouble interacting with civilized An iconic monstrosity resembling a bear with an owl’s
peoples. head, owlbears are fierce and hardy predators.
Otyugh Owlbear Traits
Disgusting creatures which dwell in mounds of rotting Owlbears share the following racial traits.
garbage, otyughs are motivated by nothing except the Creature Type. Monstrosity
need to eat. Ability Score Increase. +2 Strength, +2 Constitution.
Alignment. Usually simple beasts, most owlbears are
Otyugh Traits neutral.
Otyughs share the following racial traits. Size. Your size is medium.
Creature Type. Aberration Speed. Your base walking speed is 35 ft.
Ability Score Increase. +1 Strength, +2 Constitution. Bite and Claws. Your unarmed strikes deal 1d8
Alignment. Motivated by nothing but hunger, most piercing or slashing damage on a hit.
otyughs are neutral. Darkvision. You can see in dim light within 120 feet
Size. Your size is medium. of you as if it were bright light, and in darkness as if it
Speed. Your base walking speed is 30 ft. were dim light. You can’t discern color in darkness, only
Bite and Tentacles. Your unarmed strikes deal 1d8 shades of gray.
piercing or bludgeoning damage on a hit. Keen Sight and Smell. You have advantage on
When you take the Attack action and make an Wisdom (Perception) checks that rely on sight or smell.
unarmed strike, you can use a bonus action to initiate a Natural Armor. While unarmored, your AC is equal
grapple with the target of your successful unarmed to 12 + your Dexterity modifier.
strike. You may grapple even though you have no No Hands. You are unable to wield weapons or wear
hands. shields, and cannot use items which require
Darkvision. You can see in dim light within 120 feet manipulation, including spellcasting foci, wands, tools,
of you as if it were bright light, and in darkness as if it etc.
were dim light. You can’t discern color in darkness, only Languages. You can speak, read, and write in
shades of gray. Common.
Limited Telepathy. You can magically communicate
simple ideas, emotions, and images telepathically with Playing a Owlbear
any creature within 100 feet of it that can understand a Owlbears are dumb brutes. Their excellent ability
language. increases make them great barbarians and fighters,
Natural Armor. While unarmored, your AC is equal and their keen senses and Darkvision make them
to 13 + your Dexterity modifier. excellent at Perception checks.
No Hands. You are unable to wield weapons or wear Like many other creatures, being awakened has a
shields, and cannot use items which require great deal of influence of your character’s personality.
manipulation, including spellcasting foci, wands, tools, Consider what effect granted your character superior
etc. intelligence, and how that effect shaped your
Languages. You can speak, read, and write in character’s personality.
Otyugh.
Pegasus

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 89
Beautiful, winged horses native to the celestial planes. Dive Attack. Once per turn, if you dive at least 30
feet toward a creature and hit it with a melee weapon
Pegasus Traits attack, the target takes an extra 1d6 damage from the
Pegasi share the following racial traits. attack. This damage increases to 2d6 at 5th level, 3d6 at
Creature Type. Celestial 11th level, and 4d6 at 17th level.
Ability Score Increase. +2 Strength, +1 Wisdom. Gore and Talons. Your unarmed strikes deal 1d8
Alignment. Wild, free, and noble, most pegasi are piercing damage on a hit.
chaotic good. Flight. You have a flying speed of 40 feet. To use this
Size. Your size is medium. speed, you can’t be wearing medium or heavy armor.
Speed. Your base walking speed is 40 ft. Flyby. You may perform the Disengage action as a
Can’t Speak. You are unable to speak, but are still bonus action.
able to read, write, and understand any languages Keen Sight and Smell. You have advantage on
which you know. You are unable to perform verbal Wisdom (Perception) checks that rely on sight or smell.
spell components. Natural Armor. While unarmored, your AC is equal
Flight. You have a flying speed of 50 feet. To use this to 11 + your Dexterity modifier.
speed, you can’t be wearing medium or heavy armor. Languages. You can understand and read Common
Hooves. Your unarmed strikes deal 1d8 bludgeoning and Elven.
damage on a hit.
No Hands. You are unable to wield weapons or wear Playing a Peryton
shields, and cannot use items which require The peryton is a powerful flying combatant. It has good
manipulation, including spellcasting foci, wands, tools, fly speed, and with the combination of Dive Attack and
etc. Flyby it can make devastating hit-and-run attacks.
Languages. You can understand and read Common, Consider classes like barbarian and fighter to take
Elvish, and Sylvan. advantage of the peryton’s natural weapons, but also
consider rogue to combine Dive Attack with the
Playing a Pegasus damage boost from Sneak Attack.
The pegasus’s greatest strength is its excellent flight Perytons are evil, intelligent predators which feed
speed. Use your speed to stay out of enemy’s reach primarily on humanoids. While they have little more
whenever possible. However, since pegasi lack hands ambition than unintelligent beasts, they might be
to use ranged weapons you will need to move into drawn into a party of evil characters if the party’s
melee or find a way to cast spells without the ability to efforts offer the peryton frequent access to their
speak or hold spell foci. primary food source.
Pegasi are celestial creatures who are often sent to
aid those in need. They form life-long bonds, often Piercer
working alongside those pursuing noble goals. They The larval stage of ropers, piercers disguise themselves
fight well into parties which include paladins or good-
as stalactites in order to fall and impale unsuspecting
aligned clerics.
foes that pass below them.
Peryton Piercer Traits
Intelligent, flying bird-like monstrosities that feed on Piercer share the following racial traits.
the hearts of humanoids Creature Type. Monstrosity
Ability Score Increase. +2 Constitution.
Peryton Traits Alignment. Normally unintelligent creatures, most
Perytons share the following racial traits. piercers are neutral.
Creature Type. Monstrosity Size. Your size is medium.
Ability Score Increase. +1 Strength. Speed. Your base walking speed is 5 ft. You have a
Alignment. Intelligent creatures that feed almost climb speed of 5 ft.
exclusively on humanoids, most perytons are chaotic Blindsight. You have blindsight 30 ft.
evil. Darkvision. You can see in dim light within 60 feet of
Size. Your size is medium. you as if it were bright light, and in darkness as if it
Speed. Your base walking speed is 30 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 90
were dim light. You can’t discern color in darkness, only Hidden Step. As a bonus action, you can magically
shades of gray. turn invisible until the start of your next turn or until
Drop. As an action you can attempt to fall on a you attack, make a damage roll, or force someone to
creature directly below you. Make a melee weapon make a saving throw.
attack. On a hit, you deal 1d6 piercing damage per 10 After you use this ability, you can't use it again until
feet fallen, up to 6d6. On a miss you take half the you complete a short or long rest.
normal falling damage for the distance fallen. Innate Spellcasting. You know the druidcraft cantrip.
False Appearance. While motionless, you appear Once per day, you may cast the dancing lights cantrip.
indistinguishable from a stalactite. You must spend one Once you reach third level, you can cast the entangle
minute motionless before this ability takes effect. You spell once per day. Charisma is your spellcasting ability
must maintain concentration during that time, as if you for these spells.
were casting a spell. Languages. You can speak, read, and write in Sylvan.
Limbless. You have no arms or hands, and are unable
to wield weapons or wear shields, and cannot use Playing a Pixie
items which require manipulation, including With good Dexterity and the ability to fly, pixies make
spellcasting foci, wands, tools, etc. excellent monks, rangers, and rogues. However, their
Natural Armor. While unarmored, your AC is equal natural aversion to weapons can make them somewhat
to 15 + your Dexterity modifier. reluctant in combat. Instead, pixies often rely on
Languages. You can understand and read Common. trickery to deter foes.
Pixies are friendly and welcoming to good-natured
Playing a Piercer creatures, but their natural opposition to violence
Playing a piercer is an exercise in self-harm. Its pitifully makes it difficult for them to become adventurers.
low speed and near total lack of combat options makes Consider what may have motivated your character to
surviving combat nearly impossible. Capitalize on the take up a life of excitement and danger.
race’s ability to surprise foes and consider classes like
rogue which can deal huge amounts of damage in a Pseudodragon
single attack. Pseudodragons are small creatures resembling a red
Like many other creatures, being awakened has a dragon, but they lack many of the iconic traits of a true
great deal of influence of your character’s personality. dragon.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Pseudodragon Traits
character’s personality. Pseudodragons share the following racial traits.
Creature Type. Dragon
Pixie Ability Score Increase. +1 Dexterity.
Tiny, charming fey, pixies are friendly to good-natured Alignment. Cheerful and rarely hostile, most
creatures but use their magical prowess to lead pseudodragons are neutral good.
dangerous creatures astray. Size. Your size is tiny.
Speed. Your base walking speed is 15 ft.
Pixie Traits Bite and Sting. Your unarmed strikes deal 1d4
Pixies share the following racial traits. piercing damage on a hit.
Creature Type. Fey You can use Dexterity instead of Strength for the
Ability Score Increase. +2 Dexterity, +1 Wisdom or attack and damage rolIs of your unarmed strikes. Your
Charisma. unarmed strikes count as a weapon with the Finesse
Alignment. Overwhelmingly friendly and mostly property for all effects which require it, such as Sneak
nonviolent, most pixies are neutral good. Attack.
Size. Your size is tiny. Blindsight. You have blindsight 10 ft.
Speed. Your base walking speed is 20 ft. Can’t Speak. You are unable to speak, but are still
Cunning. You have advantage on all Intelligence, able to read and understand any languages which you
Wisdom, and Charisma saving throws against magic. know. You are unable to perform verbal spell
Flight. You have a flying speed of 30 feet. To use this components.
speed, you can’t be wearing medium or heavy armor.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 91
Darkvision. You can see in dim light within 60 feet of Serpentine Body. You have no arms or hands. You
you as if it were bright light, and in darkness as if it are unable to wield weapons or wear shields, and
were dim light. You can’t discern color in darkness, only cannot use items which require manipulation, including
shades of gray. spellcasting foci, wands, tools, etc. You are unable to
Flight. You have a flying speed of 40 feet. To use this wear armor.
speed, you can’t be wearing medium or heavy armor. Tunneler. You can burrow through solid rock at half
Limited Telepathy. You can magically communicate its burrow speed and leaves a 16-inch-diameter tunnel
simple ideas, emotions, and images telepathically with in your wake.
any creature within 100 feet of it that can understand a Languages. You can speak, read, and write in
language. Common.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require Playing a Purple Worm
manipulation, including spellcasting foci, wands, tools, Purple worms make excellent fighters and barbarians.
etc. Their natural strength and constitution, coupled with
Languages. You can understand and read Common their excellent natural armor, make them deadly in
and Draconic. combat. However, the worm’s limited blindsight can
make it difficult to reach your foes.
Playing a Pseudodragon Like many other creatures, being awakened has a
Pseudodragons are fast, nimble, and have excellent great deal of influence of your character’s personality.
senses, making them excellent rangers and rogues. Consider what effect granted your character superior
They lack the raw combative power of true dragons, intelligence, and how that effect shaped your
but make up for it with other traits. character’s personality.
Pseudodragons are generally reclusive, but their
loyalty can be earned with good food or treasure from Quaggoth
an agreeable companion. Pseudodragons lack the Quaggoth are barbaric, cannibalistic humanoids which
ability to speak, so they rely on their limited telepathy dwell in the Underdark. They are famous for becoming
as their primary means of communication. more vicious in the face of their own deaths.
Purple Worm Quaggoth Traits
Huge subterranean predators, purple worms are Quaggoths share the following racial traits.
known for the massive tunnels they leave as they Creature Type. Humanoid (quaggoth)
burrow through solid stone. Ability Score Increase. +1 Strength, +1 Constitution.
Alignment. Vicious and cannibalistic, but not
Purple Worm Traits outright malicious, most Quaggoths are chaotic
Purple worms share the following racial traits. neutral.
Creature Type. Monstrosity Size. Your size is medium.
Ability Score Increase. +2 Strength, +2 Constitution. Speed. Your base walking speed is 30 ft., and you
Alignment. Usually unintelligent creatures, most have a climb speed of 30 ft.
purple worms are neutral. Claws. Your unarmed strikes deal 1d8 slashing
Size. Your size is medium. damage on a hit.
Speed. Your base walking speed is 35 ft. You have a Darkvision. You can see in dim light within 60 feet of
burrow speed of 20 ft. you as if it were bright light, and in darkness as if it
Bite and Stinger. Your unarmed strikes deal 1d8 were dim light. You can’t discern color in darkness, only
piercing damage or 1d4 piercing damage and 1d4 shades of gray.
poison damage on a hit. Natural Armor. While unarmored, your AC is equal
Blind Senses. You have no eyes, and are blind (and to 13 + your Dexterity modifier.
therefore immune to the Blinded condition). You have Poison Resilience. You have advantage on saving
blindsight 30 ft. throws against poison, and you have resistance against
Natural Armor. While unarmored, your AC is equal poison damage.
to 15 + your Dexterity modifier. Wounded Fury. The first time you fall below one
fifth of your maximum hit points (rounded up), you

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 92
may fly into a fury. While in this fury, once per turn Languages. You can speak, read, and write in
when you may deal 1d6 damage to any target that you Common and Infernal.
hit with a melee attack. The fury ends if you become
incapacitated or regain hit points which are enough to Playing a Rakshasa
bring you above 1/5th of your maximum hit points. This The rakshasa’s natural charisma and innate spellcasting
damage increases by 1d6 at 5th level (2d6), 11th level make it an excellent sorcerer and warlock, but it can
(3d6), and 17th level (4d6). also make a potent rogue.
You may not use this ability again until you have Rakshasa are adept at impersonating important
completed a short or long rest. figures. They make an excellent leader for an evil party.
Languages. You can speak, read, and write in
Undercommon. Remorhaz
Large insects with a powerful internal flame.
Playing a Quaggoth
Quaggoth are strong and durable, so they make Remorhaz Traits
excellent barbarians and fighters. Quaggoth are most Remohazes share the following racial traits.
dangerous when they’re badly injured, so discourage Creature Type. Monstrosity
your allies from healing you when you so that you can Alignment. Normally unintelligent predators, most
bring Wounded Fury into play. remorhazes are neutral.
Size. Your size is medium.
Rakshasa Speed. Your base walking speed is 30 ft. You have a
Fiends resembling a humanoid tiger, rakshasa are burrow speed of 10 ft.
rarely seen in true form, preferring instead to disguise Bite. Your unarmed strikes deal 1d4 piercing damage
themselves as nobles and other important figures. and 1d4 fire damage on a hit.
Damage Resistance. You have resistance to cold
Rakshasa Traits damage and fire damage.
Rakshasa share the following racial traits. Darkvision. You can see in dim light within 120 feet
Creature Type. Fiend of you as if it were bright light, and in darkness as if it
Ability Score Increase. +1 Charisma. were dim light. You can’t discern color in darkness, only
Alignment. Evil spirits in mortal flesh, most shades of gray.
rakshasas are lawful evil. Heated Body. When a creature makes a successful
Size. Your size is medium. melee attack against you, you may retaliate with a
Speed. Your base walking speed is 30 ft. burst of flame as a reaction. The creature must make a
Claws. Your unarmed strikes deal 1d4 slashing Dexterity saving throw. It takes 2d10 fire damage on a
damage on a hit. failed save, or half as much damage on a successful
Darkvision. You can see in dim light within 60 feet of one. The DC of this saving throw is 8 + your proficiency
you as if it were bright light, and in darkness as if it bonus + your Constitution modifier.
were dim light. You can’t discern color in darkness, only After you use this ability, you can't use it again until
shades of gray. you complete a long rest.
Devil’s Soul. If you are killed outside of Hell, you are Natural Armor. While unarmored, your AC is equal
instead returned to hell. If you are killed in Hell, your to 13 + your Dexterity modifier.
spirit is permanently destroyed. You cannot be raised No Hands. You are unable to wield weapons or wear
from dead, expect by very powerful effects like a wish shields, and cannot use items which require
spell or divine intervention. manipulation, including spellcasting foci, wands, tools,
Innate Spellcasting. You know the minor illusion etc.
cantrip. Once you reach 3rd level, you can cast the Languages. You can speak, read, and write in
disguise self spell once per day. Once you reach 5th Common.
level, you can cast the invisibility spell once per day.
Charisma is your spellcasting ability for these spells. Playing a Remorhaz
Natural Armor. While unarmored, your AC is equal Remohazes lack ability increases, but their other traits
to 13 + your Dexterity modifier. make them excellent in a variety of classes. Their lack
of hands may make it difficult to cast spells, but any

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 93
class which thrives in combat can benefit from the which to take a new level the character immediately
remorhaze’s natural weapons and resistance to both gains a level of the Revenant template.
cold and fire damage. Once a creature becomes a Revenant, it cannot be
Like many other creatures, being awakened has a raised from the dead until it achieves its revenge, or it
great deal of influence of your character’s personality. has been destroyed at the end of one year.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Destroying a Revenant
character’s personality. Revenants can only be permanently destroyed in two
ways. First, by allowing the revenant to kill the subject
Revenant [Template: Acquired] or subjects of its revenge. Second, after one year the
Undead spirits bound to life for the sole purpose of revenant immediately dies, and its spirits departs for
the afterlife.
revenge, they can occupy any dead body, returning
again and again until their foe is dead, or the magic Any attempt to raise the revenant from the dead
binding them to undeath eventually fades. treats the creature’s original death as the date of its
death. As such, most revenants are out reach of Raise
Wizards of the Coast debuted a Revenant subrace in
the Gothic Heroes Unearthed Arcana article. The Dead. If a Revanent is permanently destroyed then
version presented here is intended as an alternate raised from the dead, it loses the Revanent template.
version more closely based on the original Monster
Revenant Traits
Manual entry. Combining both versions is technically
possible, though not recommended. Hit Points
http://dnd.wizards.com/articles/features/gothic- Hit Dice. 1d10 per revenant level
heroes Hit Points at Higher Levels. 1d10 (or 6) + your
Constitution modifier per revenant level
Becoming a Revenant Traits
Any formerly living mortal creature whose body and Revenants gain the following traits at each level, as
soul are separate entities (such as most humanoids, indicated on the table below.
but excluding creatures like elementals and fiends) can
become a revenant by being murdered. Level Features
0 Creature Type, Hunger for Revenge, ,
Upon their death, at the Dungeon Master’s
Rejuvenation
Discretion, the creature can be reanimated as a 1 Darkvision, Regeneration, Turn Immunity
revenant. In this case, the creature returns as a 2 Relentless, Vengeful Glare, Vengeful Tracker
revenant 24 hours later as a Revenant If the creature’s Creature Type. You replace your current creature
original body is intact, the revenant occupies its own type with Undead, but retain any subtypes.
body. Otherwise, it occupies a nearby dead body of the You don’t require air, food, drink, or sleep. Instead,
Dungeon Master’s choice (see Hunger for Revenge, you enter a restful state, remaining semiconscious, for
below). 4 hours a day. While resting, you can dream after a
Upon gaining the Revenant template, the character fashion; such dreams are reflexive mental exercises
immediately gains the traits listed for level 0 under inherent to your consciousness. After resting in this
Revenant Traits, below. way, you gain the same benefit that a human does
The creature who murdered you becomes your from 8 hours of sleep.
Adversary, and is central to many of the Revenant’s Hunger for Revenge. You have only one year to
traits. If you were murdered by multiple creatures, the exact revenge. When your adversary dies, or if your
one to strike the final blow becomes your adversary, fails to kill your adversary before its time runs out, you
but after their death the Dungeon Master may allow crumble to dust and your soul fades into the afterlife.
you to continue pursuing each murderer in order until Rejuvenation. If you die, you return to life wherever
they are all dead or you run out of time (see Destroying you died 24 hours later.
a Revenant, below). If your body was destroyed, you return to life in
In addition, the character's growth and training are another nearby dead body, typically one within 1 mile
affected. The next time the character gains enough of wherever you died. This body immediately
experience to gain a level, instead of selecting a class in transforms to resemble your original appearance. Your

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 94
equipment does not accompany you when you return Powerful Build. You count as one size larger when
to life in a new body. determining your carrying capacity and the weight you
Darkvision. You can see in dim light within 60 feet of can push, drag, or lift.
you as if it were bright light, and in darkness as if it Talons. Your unarmed strikes deal 1d8 piercing
were dim light. You can’t discern color in darkness, only damage on a hit.
shades of gray. Languages. You can speak, read, and write in
Regeneration. You are able to recover from wounds Common.
with horrifying speed. As a bonus action, you may
spend a Hit Die to recover hit points. Playing a Roc
You are vulnerable to radiant damage and damage Rocs are fantastic flyers. Their ability increases and
from holy water. If you take acid or fire damage, you speed make them excellent at getting into melee
may not use your regeneration trait to recover hit combat where they’re most effective. Consider classes
points until the end of your next turn. like Barbarian and Fighter which can easily capitalize on
When you take a short or long rest, you regain spent the roc’s strengths. Keen Sight also provides a useful
Hit Dice, up to a number of dice equal to half of your boost to Perception, making the roc an effective flying
total number of them, rounded up. scout.
Turn Immunity. You are immune to any effect which Like many other creatures, being awakened has a
turns undead. great deal of influence of your character’s personality.
Relentless. You are immune to the Charmed and Consider what effect granted your character superior
Frightened conditions. intelligence, and how that effect shaped your
Vengeful Glare. As an action, you paralyze one character’s personality.
creature which you can see within 30 feet.
Vengeful Tracker. The revenant knows the distance Roper
to and direction of any creature against which it seeks Ropers are ambush predators native to the Underdark
revenge, even if the creature and the revenant are on that use their long, grasping tendrils to pull prey into
different planes of existence. If the creature being their toothy mouths.
tracked by the revenant dies, the revenant knows.
Roper Traits
Roc Ropers share the following racial traits.
Rocs are massive birds of prey, faster than nearly any Creature Type. Monstrosity
other flying creature and strong enough to carry off Ability Score Increase. +1 Strength.
full-grown horses. Alignment. Intelligent creatures perfectly happy to
feed on other intelligent creatures, most ropers are
Roc Traits neutral evil.
Rocs share the following racial traits. Size. Your size is medium.
Creature Type. Monstrosity Speed. Your base walking speed is 20 ft.
Ability Score Increase. +1 Strength, +1 Constitution. Bite. Your unarmed strikes deal 1d8 piercing damage
Alignment. Normally unintelligent predators, most on a hit.
rocs are neutral. Darkvision. You can see in dim light within 60 feet of
Size. Your size is medium. you as if it were bright light, and in darkness as if it
Speed. Your base walking speed is 20 ft. were dim light. You can’t discern color in darkness, only
Flight. You have a flying speed of 50 feet. To use this shades of gray.
speed, you can’t be wearing medium or heavy armor. False Appearance. While motionless, you appear
Keen Sight. You have advantage on Wisdom indistinguishable from a normal cave formation, such
(Perception) checks that rely on sight. as a stalagmite. You must spend one minute
Natural Armor. While unarmored, your AC is equal motionless before this ability takes effect. You must
to 13 + your Dexterity modifier. maintain concentration during that time, as if you were
No Hands. You are unable to wield weapons or wear casting a spell.
shields, and cannot use items which require Grasping Tendrils. When you make the Attack
manipulation, including spellcasting foci, wands, tools, action, you may make a special melee attack to grasp a
etc. creature up to 50 ft. away with your tendrils. To do

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 95
this, grapple the creature as though it were within your Size. Your size is medium.
reach. If you succeed, you subject the creature to the Speed. Your base walking speed is 35 ft.
grappled condition. If you move more than 50 feet Bite. Your unarmed strikes deal 1d8 piercing damage
away from the creature, this grapple ends. on a hit.
You can have up to six tendrils at a time. Each tendril Darkvision. You can see in dim light within 60 feet of
can be attacked (AC 20; 10 hit points; immunity to you as if it were bright light, and in darkness as if it
poison and psychic damage). Destroying a tendril deals were dim light. You can’t discern color in darkness, only
no damage to you. As a bonus action, you can extrude shades of gray.
a replac1ement. A tendril can also be broken if a Iron Scent. You can pinpoint, by scent, the location
creature takes an action and succeeds on a Strength of ferrous metal within 30 feet of it.
check against it. The DC of this check is 8 + your Natural Armor. While unarmored, your AC is equal
proficiency bonus + your Constitution modifier. to 13 + your Dexterity modifier.
Natural Armor. While unarmored, your AC is equal Rust Metal. Contact with your body corrodes and
to 15 + your Dexterity modifier. destroys mundane armor and weaponry. When you
No Hands. You are unable to wield weapons or wear make an unarmed strike and roll a natural 20 you may
shields, and cannot use items which require destroy any non-magical shield made of metal which
manipulation, including spellcasting foci, wands, tools, the creature is currently wielding. If the creature is not
etc. wielding a shield, you may destroy any non-magical
Reel. When you make the Attack action, in place of armor made of metal that the creature is wearing.
one of your attacks you may attempt to pull any Alternatively, if a creature attacks you with a non-
creatures grappled by your tendrils closer to you. Make magical weapon made of metal and rolls a natural 1
a Strength (Athletics) check contested by each target's you may destroy the weapon used in the attack.
Strength (Athletics). If you succeed against any Languages. You can speak, read, and write in
creature, you pull the target up to 25 feet straight Common.
toward you. After doing so, you may make an unarmed
strike as a bonus action against any creature which you Playing a Rust Monster
successfully pulled toward you. Rust monsters are quick and tough, but aren’t
Languages. You can understand and read Common. particularly dangerous. They present a serious problem
for enemies with metal equipment, but other creatures
Playing a Roper likely won’t find them particularly threatening.
Ropers are slow-moving grapplers. Use your grasping Consider classes like fighter which thrive in melee and
tendrils to drag foes into range of your unarmed offer you extra attacks so that you are more likely to
strikes. Because you need multiple attacks to make apply Rust Metal.
efficient use of your tendrils, consider classes which Like many other creatures, being awakened has a
offer Extra Attack, especially Fighter. great deal of influence of your character’s personality.
Ropers don’t have particularly interesting Consider what effect granted your character superior
personalities, and they’re motivated mostly by the intelligence, and how that effect shaped your
need to eat. While this doesn’t give much basis for a character’s personality.
personality, it also makes them a blank slate for a
character. Sahuagin
Sahuagin are a predatory race of fish-like humanoids
Rust Monster who dwell in the deepest trenches of the seas,
Rust monsters are gigantic insectoid creature with the emerging only to pillage and wage war.
ability to dissolve and consume ferrous metals.
Sahuagin Traits
Rust Monster Traits Sahuagin share the following racial traits.
Rust monsters share the following racial traits. Creature Type. Humanoid (sahuagin)
Creature Type. Monstrosity Ability Score Increase. +1 Strength, +1 Wisdom.
Ability Score Increase. +1 Constitution. Alignment. Brutal conquerors who believe the whole
Alignment. Normally motivated by little except of the sea to be their domain, most Sahuagin are lawful
hunger, most rust monsters are neutral. evil.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 96
Size. Your size is medium. Dexterity saving throw. It takes 2d10 fire damage on a
Speed. Your base walking speed is 30 ft., and you failed save, or half as much damage on a successful
have a 40 ft. swim speed. one. The DC of this saving throw is 8 + your proficiency
Limited Amphibiousness. You can breathe air and bonus + your Constitution modifier.
water, but you need to be submerged at least once After you use this ability, you can't use it again until
every 4 hours to avoid suffocating. you complete a long rest.
Natural Armor. While unarmored, your AC is equal Natural Armor. While unarmored, your AC is equal
to 12 + your Dexterity modifier. to 12 + your Dexterity modifier.
Shark Telepathy. You can magically communicate Subrace. Choose one of these subraces. You gain the
any shark within 120 feet, using a limited telepathy. traits listed under your chosen subrace in addition to
Superior Darkvision. You can see in dim light within those listed above.
120 feet of you as if it were bright light, and in
Fire Snake
darkness as if it were dim light. You can’t discern color
Ability Score Increase. +2 Dexterity.
in darkness, only shades of gray.
Can’t Speak. You are unable to speak, but are still
Languages. You can speak, read, and write in
able to read and understand any languages which you
Sahuagin.
know. You are unable to perform verbal spell
Playing a Sahuagin components.
No Hands. You are unable to wield weapons or wear
Sahuagin are fierce warriors with a strong religious
shields, and cannot use items which require
streak. They make good Clerics, Druids, Fighter, and
manipulation, including spellcasting foci, wands, tools,
Rangers. Their ability to communicate with sharks
etc.
telepathically makes sharks good choices for pets,
Tail. Your unarmed strikes deal 1d4 bludgeoning
summons, or animal companions.
damage and 1d4 fire damage on a hit.
Sahuagin believe that they rightfully reign over the
Languages. You can understand and read Ignan.
whole of the sea, so your character may have a
superiority complex regarding other aquatic races. Salamander
In non-aquatic campaigns, breathing is a serious Ability Score Increase. +1 Strength, +1 Dexterity.
problem for a Sahuagin character. You may need to Heated Weapon. Starting at 3rd level, as a bonus
keep a large source of water handy (such as a large action, you may heat one metal melee weapon which
barrel) in which to submerge yourself every few hours you are currently holding. For one minute, melee
in order to avoid suffocation. weapon attacks with the weapon deal an additional
1d6 fire damage. You must maintain concentration
Salamanders during that time, as if you were casting a spell. If you
Salamanders are elemental creatures from the plane of lose concentration or lose your grip on the weapon, it
fire resembling a gigantic snake with a humanoid upper cools quickly, returning to a normal temperature.
body. After you use this ability, you can't use it again until
Salamanders have two stages of life: The “Fire you complete a short or long rest.
Snake” stage encompasses a Salamanders first year, Tail. Your unarmed strikes deal 1d4 fire damage on a
during which they grow into a full Salamander. hit.
Languages. You can speak, read, and write in Ignan.
Salamander Traits
Salamanders share the following racial traits. Playing a Salamander
Creature Type. Elemental Salamanders are capable warriors and share many of
Alignment. Deeply influenced by the tyranny of the most important traits of humanoids. If you plan to
efreeti, and by their chaotic elemental natures, most play a campaign which covers a long period of in-game
salamanders are neutral evil. time, you might choose to start as a fire snake and age
Size. Your size is medium. into an adult salamander. Otherwise, the adult
Speed. Your base walking speed is 30 ft. salamander is likely a more effective choice. Adult
Heated Body. When a creature makes a successful salamanders gain increases to both Strength and
melee attack against you, you may retaliate with a Dexterity, allowing them to succeed in a wide variety of
burst of flame as a reaction. The creature must make a classes and roles.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 97
Salamanders are nomadic creatures native to the Claw. Your unarmed strikes deal 1d4 slashing
plane of fire. They might find their way into the damage on a hit.
material plane where they enjoy setting fire to Construct Nature. Your body is composed of
everything that possible can. As such, they may fit well inanimate materials, compelled to move by magic. You
into an evil party with a penchant for destruction. are immune to the Exhaustion, Paralyzed, Poisoned,
and Unconscious conditions, and to poison damage.
Satyr Darkvision. You can see in dim light within 60 feet of
Satyrs are mythical creatures resembling a cross you as if it were bright light, and in darkness as if it
between a goat and a human. They are famous for were dim light. You can’t discern color in darkness, only
their hedonistic tendencies and their magical pan shades of gray.
pipes. False Appearance. While motionless, you appear
indistinguishable from a normal scarecrow, such as a
Satyr Traits stalagmite. You must spend one minute motionless
Satyrs share the following racial traits. before this ability takes effect. You must maintain
Creature Type. Fey concentration during that time, as if you were casting a
Ability Score Increase. +2 Dexterity, +1 Charisma. spell.
Alignment. Wild, hedonistic creatures drawn to Flammable. Your body is made of dry straw, wood,
revelry and celebration, most Satyrs are chaotic and sack cloth. You are vulnerable to fire damage.
neutral. Terrifying Gaze. As an action, you can magically
Size. Your size is medium. terrify a creature with your gaze. Target one creature
Speed. Your base walking speed is 40 ft. within 60 feet of you that you can see. If the target can
Magic Resistance. You have advantage on all saving see you, it must make a Wisdom saving throw or
throws against magic. become frightened until the end of your next turn. The
Languages. You can speak, read, and write in DC for this saving throw equals 8 + your Charisma
Common, Elvish, and Sylvan. modifier + your proficiency bonus.
After you use this ability, you can't use it again until
Playing a Satyr you complete a short or long rest.
Satyrs don’t have any exciting active abilities, but they Languages. You can understand, read, and write in
have good ability scores for a variety of classes and Common and one other language of your choice.
Magic Resistance makes them extremely resilient
against spellcasters. Playing a Scarecrow
Scarecrows are a common sight in agricultural
Scarecrow communities since they’re used to deter common pests
like birds. Couple with their increased Dexterity, they
Scarecrows are crude humanoid constructs made of make excellent stealthy characters like rangers and
sack cloth and straw animated by binding an evil spirit rogues. Their increased Charisma can make them
into a constructed body. terrifying creatures, but their inability to speak limits
their ability to cast spells so classes like sorcerer and
Scarecrow Traits warlock may be difficult choices.
Scarecrows share the following racial traits.
Scarecrows are animated by evil spirits, making them
Creature Type. Construct. You do not require air,
innately evil. They obey the orders of their creator, but
food, drink, or sleep. Instead, you enter a restful state,
a scarecrow which doesn’t destroy itself upon its
remaining semiconscious, for 4 hours a day. While
creator’s death may be motivated by revenge, by the
resting, you can dream after a fashion; such dreams are
last orders of its creator, or by generally destructive
reflexive mental exercises inherent to your
tendencies. When creating a scarecrow character,
consciousness. After resting in this way, you gain the
consider your creator’s personality as much as your
same benefit that a human does from 8 hours of sleep.
own, and consider how your character’s creator
Ability Score Increase. +1 Dexterity, +1 Charisma.
influences your character’s actions and motivations.
Alignment. Evil spirits bound into a physical body,
most scarecrows are chaotic evil. Shadow
Size. Your size is medium.
Speed. Your base walking speed is 30 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 98
Undead shadows hunt living creatures, killing them by success, the creature remains drained. On a failure, the
sapping their strength and converting them into new creature falls to 0 hit points and begins dying.
shadows. Sunlight Weakness. While in sunlight, you have
disadvantage on attack rolls, ability checks, and saving
Shadow Traits throws.
Shadows share the following racial traits. Languages. You can understand, read, and write in
Creature Type. Undead. You don’t require air, food, Common.
drink, or sleep. Instead, you enter a restful state,
remaining semiconscious, for 4 hours a day. While Playing a Shadow
resting, you can dream after a fashion; such dreams are Shadows are nimble and sneaky, make a great ambush
reflexive mental exercises inherent to your predator. Consider classes like monk, ranger, and rogue
consciousness. After resting in this way, you gain the which cater well to stealth.
same benefit that a human does from 8 hours of sleep. Shadows can’t speak. Their motivations are only
Ability Score Increase. +1 Dexterity. vaguely defined, so it’s unclear what might motivate a
Alignment. Undead creatures that prey on the good shadow to join a party of adventurers. A cleric of an
and the kind-hearted, most shadows are chaotic evil. evil deity might control the shadow by divine means, or
Size. Your size is medium. the shadow might work alongside servants of an evil
Speed. Your base walking speed is 35 ft. deity.
Amorphous. You can move through a space as
narrow as 1 inch wide without squeezing. Shambling Mound
Can’t Speak. You are unable to speak, but are still Shambling mounds are patient predators, lying in wait
able to read, write, and understand any languages in swamps and forest for days at a time while they wait
which you know. You are unable to perform verbal for pretty to stumble upon them.
spell components.
Darkvision. You can see in dim light within 60 feet of Shambling Mound Traits
you as if it were bright light, and in darkness as if it Shambling mounds share the following racial traits.
were dim light. You can’t discern color in darkness, only Creature Type. Plant
shades of gray. Ability Score Increase. +1 Strength.
Shadow Stealth. While in dim light or darkness, you Alignment. Usually unintelligent predators, most
can take the Hide action as a bonus action. shambling mounds are neutral.
Shadowy Nature. Your body is composed of barely Size. Your size is medium.
solid shadow. You are immune to the Exhaustion, Speed. Your base walking speed is 20 ft. You have a
Grappled, Paralyzed, Petrified, Poisoned, and swim speed of 20 ft.
Restrained conditions, and to poison damage. Blind Senses. You have no eyes, and are blind (and
Strength Drain. Your unarmed strikes deal 1d8 therefore immune to the Blinded condition). You have
necrotic damage on a hit. blindsight 30 ft.
You have the ability to drain the strength of living Damage Resistance. You have resistance to lightning
creatures. When you make an unarmed strike against a damage.
living creature and roll a natural 20 the target must Natural Armor. While unarmored, your AC is equal
make a Strength saving throw. On a success, the to 13 + your Dexterity modifier.
creature is unaffected. On a failure, the target’s No Hands. You are unable to wield weapons or wear
strength is drained, and the creature suffers shields, and cannot use items which require
disadvantage on Strength-based attack rolls, Strength manipulation, including spellcasting foci, wands, tools,
ability checks, and Strength saving throws until it etc.
completes a short or long rest, or is affected by lesser Plant Nature. You are immune to the Deafened and
restoration or similar magic. The DC of this saving Exhaustion conditions.
throw is 8 + your proficiency bonus + your Constitution Slam. Your unarmed strikes deal 1d8 bludgeoning
bonus. damage on a hit.
If you score a natural 20 again against a creature When you take the Attack action and make an
which is currently under the effects of Strength Drain, unarmed strike, you can use a bonus action to initiate a
they must make a second Strength saving throw. On a grapple with the target of your successful unarmed

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 99
strike. You may grapple even though you have no Fist. Your unarmed strikes deal 1d8 bludgeoning
hands. damage on a hit.
Languages. You can speak, read, and write in Natural Armor. Your AC is equal to 18. You are
Common. unable to wear armor, but may still use shields.
Shield. When a creature makes an attack against an
Playing a Shambling Mound ally other than you within 5 feet of you, you may grant
Shambling mounds are slow, but they’re strong and a +2 bonus to the ally's AC as a reaction.
durable. Without hands, they have trouble using items Languages. You understand spoken commands in
like weapons or spellcasting foci, so consider classes any language. You can read and write in Common.
which do well in melee combat like barbarian, fighter,
and monk. However, keep in mind that your lack of Playing a Shield Guardian
hands will prevent you from using ranged weapons, Shield guardians are built to defend other creatures.
and your poor speed will make it easy for enemies to Consider classes like Fighter and Paladin which also
escape you. Expect to spend a lot of time taking the cater to this focus.
Dash action unless you can find ways to improve your Most shield guardians are bound to an amulet. While
speed. you are free of this bond, you still feel the urge to
Like many other creatures, being awakened has a protect a creature that you perceive as your master or
great deal of influence of your character’s personality. keeper. Consider who this creature might be, and how
Consider what effect granted your character superior that shapes your character’s actions.
intelligence, and how that effect shaped your
character’s personality. Skeleton [Template: Natural]
Bones bound together and animated by necrotic
Shield Guardian energy. The evil that animates them compels them to
Shield guardians are constructs built to defend their kill mortals on sight.
master from harm.
The traits presented here represent a shield guardian Becoming a Skeleton
that has been separated from its bound amulet, setting Any formerly living organic creature which leaves
it adrift in the world with free will but still motivated by behind a skeleton when it dies can become a skeleton.
its need to protect creatures of great importance to Cartilaginous creatures, such as sharks, cannot become
the shield guardian. skeletons. The body is animated by means of animate
dead or a similar spell or magical effect.
Shield Guardian Traits The skeleton template must be applied to a
Shield guardians share the following racial traits. character during character creation. Skeletons retain
Creature Type. Construct. You do not require air, essentially nothing of their former mind, so a skeleton
food, drink, or sleep. Instead, you enter a restful state, created from the body an experienced character loses
remaining semiconscious, for 4 hours a day. While any class levels, proficiencies, or other acquired
resting, you can dream after a fashion; such dreams are capabilities that it may have had while it was alive. The
reflexive mental exercises inherent to your skeleton is functionally a new character, sharing only
consciousness. After resting in this way, you gain the the body of the formerly living character.
same benefit that a human does from 8 hours of sleep.
Ability Score Increase. +1 Strength, +1 Constitution. Skeleton Traits
Alignment. Intelligent but wholly subservient to their All skeletons have the following traits, adding these
master, most shield guardians are neutral. traits to their existing racial traits upon gaining the
Size. Your size is medium. skeleton template.
Speed. Your base walking speed is 30 ft. Creature Type. You replace your current creature
Can’t Speak. You are unable to speak, but are still type with Undead, but retain any subtypes.
able to read, write, and understand any languages You don’t require air, food, drink, or sleep. Instead,
which you know. You are unable to perform verbal you enter a restful state, remaining semiconscious, for
spell components. 4 hours a day. While resting, you can dream after a
Construct Nature. You are immune to the charmed, fashion; such dreams are reflexive mental exercises
exhaustion, frightened, and paralyzed conditions. inherent to your consciousness. After resting in this

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 100
way, you gain the same benefit that a human does or higher, a green slaad. Only a wish spell can reverse
from 8 hours of sleep. the transformation.
Ability Adjustments. +1 Dexterity, -2 Intelligence, -2 Darkvision. You can see in dim light within 60 feet of
Wisdom, -2 Charisma. you as if it were bright light, and in darkness as if it
Alignment. Animated by evil magics, all skeletons were dim light. You can’t discern color in darkness, only
are evil. shades of gray.
Breakable. You have vulnerability to bludgeoning Telepathy. You can communicate telepathically with
damage. any creature that knows a language within 30 ft.
Can’t Speak. You are unable to speak, but are still Languages. You can speak, read, and write in Slaad.
able to read, write, and understand any languages
Green, Gray, or Death Slaad
which you know. You are unable to perform verbal
Ability Score Increase. +1 Strength.
spell components.
Size. Your size is medium.
Darkvision. You can see in dim light within 60 feet of
Innate Spellcasting. You know the fire bold cantrip
you as if it were bright light, and in darkness as if it
and the mage hand cantrip. Once you reach 3rd level,
were dim light. You can’t discern color in darkness, only
you can cast the detect magic spell once per day.
shades of gray.
Charisma is your spellcasting ability for these spells.
Undead Nature. You have immunity to the
Metamorphosis. At some unpredictable point in
exhausted and poisoned conditions, and to poison
your existence, you may discover the magic to
damage.
permanently transform yourself into a gray slaad.
Slaadi Once you become a gray slaad, you may become a
death slaad by eating the entire corpse of a death
Slaadi are creatures resembling giant frog-like slaad.
humanoids which originate from the chaotic plane of The changes do not alter your stats, but do alter your
Limbo. character’s appearance to reflect their new status.
Shapechanger. As an action, you can polymorph into
Slaadi Traits a specific small or medium humanoid (typically the one
Slaadi share the following racial traits. you emerged from as a tadpole), or back into your true
Creature Type. Aberration form. Other than your size, your statistics are the same
Alignment. Evil beings from the chaotic plane of in each form. Any equipment you are holding or
limbo, most slaadi are chaotic evil. wearing is not transformed. You retain all of your own
Speed. Your base walking speed is 30 ft. statistics, except as noted below. You revert to your
Subrace. Choose one of these subraces. You gain the true form if you die.
traits listed under your chosen subrace in addition to While in your true form Your unarmed strikes deal
those listed above. 1d6 slashing damage on a hit.
Blue Slaad Telepathy. You can communicate telepathically with
Ability Score Increase. +1 Strength, +1 Constitution. any creature that knows a language within 30 ft.
Size. Your size is medium. Languages. You can speak, read, and write in Slaad.
Bite and Claw. Your unarmed strikes deal 1d8 Red Slaad
piercing damage on a hit. Ability Score Increase. +2 Strength, +1 Constitution.
Chaos Phage. One per day, upon hitting a humanoid Size. Your size is medium.
creature with an unarmed strike, you may choose to Bite and Claw. Your unarmed strikes deal 1d8
infect the creature with a transformative disease. The piercing damage on a hit.
target must succeed on a Constitution save, or be Darkvision. You can see in dim light within 60 feet of
infected. The DC of this saving throw is 8 + your you as if it were bright light, and in darkness as if it
proficiency bonus + your Constitution modifier. were dim light. You can’t discern color in darkness, only
While infected, the target can't regain hit points, and shades of gray.
its hit point maximum is reduced by 10 (3d6) every 24 Implant Egg. One per day, upon hitting a humanoid
hours. If the disease reduces the target's hit point creature with an unarmed strike, you may choose to
maximum to 0, the target instantly transforms into a implant a slaad egg. The target must succeed on a
red slaad or, if it has the ability to cast spells of 3rd level Constitution save, or be infected. The DC of this saving

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 101
throw is 8 + your proficiency bonus + your Constitution matter frequently for most adventurers, but don’t
modifier. underestimate the value of growing a few slaad allies.
A humanoid host can carry only one slaad egg to
Green, Gray, or Death Slaad
term at a time. Over three months, the egg moves to
Green, gray, and death slaad are functionally identical,
the chest cavity, gestates, and forms a slaad tadpole. In
but represent a gradual increase in social status among
the 24-hour period before giving birth, the host starts
slaadi. These cosmetic changes and social status
to feel unwell, its speed is halved, and it has
improvements are independent of your character’s
disadvantage on attack rolls, ability checks, and saving
game statistics, but can represent exciting new
throws. At birth, the tadpole chews its way through
opportunities for your character.
vital organs and out of the host's chest in 1 round,
These slaadi are the leaders among their kind, and as
killing the host in the process.
such they make an excellent party leader in a chaotic
If the disease is cured before the tadpole's
party.
emergence, the unborn slaad is disintegrated.
Telepathy. You can communicate telepathically with Slaad Tadpole
any creature that knows a language within 30 ft. Slaad tadpoles only exist for up to 24 hours. Your DM
Languages. You can speak, read, and write in Slaad. might choose to have you live out this brief period
prior to metamorphosing into an adult slaad.
Slaad Tadpole
Ability Score Increase. +2 Dexterity. Specter
Size. Your size is tiny.
Bite. Your unarmed strikes deal 1d4 piercing damage Spirits of mortals denied the release of the afterlife,
on a hit. specters are trapped in the material plane where their
Metamorphosis. Upon emerging from your host, you rage and sorrow drive them to murder the living.
begin to grow into a fully-formed slaad over 2d12
hours. You grow into a fully grown blue slaad normally, Specter Traits
or into a green slaad if the host had the ability to cast Specters share the following racial traits.
3rd level spells or higher. Creature Type. Undead. You don’t require air, food,
Serpentine Body. You have no arms or hands. You drink, or sleep. Instead, you enter a restful state,
are unable to wield weapons or wear shields, and remaining semiconscious, for 4 hours a day. While
cannot use items which require manipulation, including resting, you can dream after a fashion; such dreams are
spellcasting foci, wands, tools, etc. You are unable to reflexive mental exercises inherent to your
wear armor. consciousness. After resting in this way, you gain the
Languages. You can understand and read Slaad. same benefit that a human does from 8 hours of sleep.
Ability Score Increase. +1 Dexterity.
Playing a Slaad Alignment. Evil, murderous spirits, most specters are
Slaad have two functional groups. Red and blue slaadi chaotic evil.
are brutish warriors, primarily responsible for fighting Size. Your size is medium.
and reproduction. Green, gray, and death slaadi are the Speed. Your base walking speed is 30 ft.
leaders among their kind, and operate in a rough Darkvision. You can see in dim light within 60 feet of
hierarchy enforced mostly by force. you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
Blue Slaad shades of gray.
The blue slaad makes a perfect fighter or barbarian. Deathly Resistance. You have resistance to necrotic
Chaos Phage allows you to prevent foes from healing, damage. You are immune the poisoned condition, and
which can be a powerful advantage over enemies with to poison damage.
the ability to do so. Converting foes into new slaad may Flight. You have a flying speed of 30 feet. To use this
not matter frequently, but creating new slaad can be a speed, you can’t be wearing medium or heavy armor.
powerful way to gain allies. Life Drain. As an action you may make a melee spell
Red Slaad attack. This attack deals 1d8 necrotic damage. This
Much like the blue slaad, the red slaad is a simple damage increases to 2d8 at 5th level, 3d8 at 11th level,
brute, the red slaad makes a perfect barbarian or and 4d8 at 17th level. Charisma is your spellcasting
fighter. Their ability to inject eggs into foes may not ability for this attack.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 102
Sunlight Sensitivity. You have disadvantage on manipulation, including spellcasting foci, wands, tools,
attack rolls and on Wisdom (Perception) checks that etc.
rely on sight when you, the target of your attack, or Unassailable Mind. You have resistance to psychic
whatever you are trying to perceive is in direct damage, and are immune to the Charmed and
sunlight. You have disadvantage on attack rolls and on Frightened conditions.
Wisdom (Perception) checks that rely on sight when Languages. You can speak, read, and write in
you, the target of your attack, at whatever you are Common and Sphinx.
trying to perceive is in direct sunlight. Subrace. Choose one of these subraces. You gain the
Languages. You can understand, read, and write in traits listed under your chosen subrace in addition to
Common and one other language of your choice. those listed above.

Playing a Specter Androsphinx


Ability Score Increase. +1 Wisdom.
Specters are murderous, evil creatures that only go out
at night. Their ability to fly and their increased Gynosphinx
Dexterity make them excellent rogues, allowing them Ability Score Increase. +1 Intelligence.
to surprise and kill unwary victims.
Specters have no ties to their former life except their Playing a Sphinx
known languages. Their motivations are almost Sphinxes are flying creatures built primarily for
exclusively violent, so it’s difficult to compel them to spellcasting. They have the ability to cast spells without
join an adventuring party. Still, they might elect to join a focus, allowing them to cast spells more easily than
a party with a spellcaster or wraith which originally most creatures without hands. Their natural weapons
created the specter, or with some other Creature who also offer a useful fallback option when their spells fall
has the ability to control the undead. short. Androsphinxes should consider classes like cleric
and druid, while gynosphinxes should consider wizard.
Sphinxes Sphinxes are created to guard something: an artifact,
Sphinxes are creatures created by the gods to protect a place, or a piece of information. The Monster Manual
things of great importance. states that sphinxes never leave the place they are
created to guard, even if they stray from their original
Sphinx Traits purpose, but for the purposes of adventuring you may
Sphinxes share the following racial traits. need to break that rule.
Creature Type. Monstrosity
Alignment. Serving their chosen task without failure
Sprite
and without tiring, most sphinxes are lawful neutral. Tiny fey warriors, sprites resemble humanoids with
Size. Your size is medium. gossamer wings like those a dragonfly.
Speed. Your base walking speed is 30 ft.
Claws. Your unarmed strikes deal 1d8 slashing Sprite Traits
damage on a hit. Sprites share the following racial traits.
Flight. You have a flying speed of 30 feet. To use this Creature Type. Fey
speed, you can’t be wearing medium or heavy armor. Ability Score Increase. +2 Dexterity.
Innate Spellcasting. You may cast spells as though Alignment. Staunch warriors who oppose evil fey
you were using a magic focus, even if you are not doing and goblinoids at every turn, most sprites are neutral
so. good.
Inscrutable. You are immune to any effect that Size. Your size is tiny.
would sense your emotions or read your thoughts, as Speed. Your base walking speed is 10 ft.
well as any divination spell that you refuse. Wisdom Flight. You have a flying speed of 30 feet. To use this
(Insight) checks made to ascertain your intentions or speed, you can’t be wearing medium or heavy armor.
sincerity have disadvantage. Heart Sight. The sprite touches a creature and
Keen Sight. You have advantage on Wisdom magically knows the creature's current emotional
(Perception) checks that rely on sight. state. If the target fails a Charisma saving throw, the
No Hands. You are unable to wield weapons or wear sprite also knows the creature's alignment. The DC of
shields, and cannot use items which require this saving throw is 8 + your proficiency bonus + your

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 103
Charisma bonus. Celestials, fiends, and undead by spending half of your movement. The creature may
automatically fail the saving throw. remove you as an action.
After you use this ability, you can't use it again until At the beginning of your turn, you may drain the
you complete a short or long rest. creature’s blood, dealing damage equal to your
Hidden Step. As a bonus action, you can magically unarmed strike damage to the target as a bonus action.
turn invisible until the start of your next turn or until Once you drain hit points of blood equal to your
you attack, make a damage roll, or force someone to Constitution score you detach automatically.
make a saving throw. Darkvision. You can see in dim light within 60 feet of
After you use this ability, you can't use it again until you as if it were bright light, and in darkness as if it
you complete a short or long rest. were dim light. You can’t discern color in darkness, only
Poison Brewers. In their forest domains, sprites shades of gray.
brew toxins, unguents, antidotes, and poisons, Flight. You have a flying speed of 40 feet. To use this
including the sleep poison with which they coat their speed, you can’t be wearing medium or heavy armor.
arrows. You are proficient with the Poisoner’s Toolkit. Natural Armor. While unarmored, your AC is equal
Languages. You can speak, read, and write in to 11 + your Dexterity modifier.
Common, Elvish, and Sylvan. No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require
Playing a Sprite manipulation, including spellcasting foci, wands, tools,
Sprite are nimble flying characters. As such, they make etc.
excellent rangers and rogues, but can also make Languages. You can speak, read, and write in
excellent fighters and paladins if you emphasize finesse Common.
weapons or ranged weapons.
Sprites are militant and good-natured, which makes Playing a Stirge
them welcome in a party of heroic adventurers. Druids, Stirges are quick flying creatures with good dexterity.
Paladins, and Rangers all make great companions, Their lack of hands means that they must rely on their
though any good-aligned character might find Blood Drain attack, but to boost their damage consider
themselves fighting alongside a sprite. stealthy classes like ranger and rogue.
Like many other creatures, being awakened has a
Stirge great deal of influence of your character’s personality.
Stirges are blood-sucking creatures resembling the foul Consider what effect granted your character superior
hybrid of a bat and a mosquito. intelligence, and how that effect shaped your
character’s personality.
Stirge Traits
Stirges share the following racial traits.
Succubus/Incubus
Creature Type. Beast Fiends which inhabit all of the lower planes, succubi
Ability Score Increase. +2 Dexterity. and incubi are known for their ability to lead mortals to
Alignment. Normally unintelligent beasts, most pursue dark desires.
stirges are neutral.
Size. Your size is tiny. Succubus/Incubus Traits
Speed. Your base walking speed is 10 ft. Succubi and Incubi share the following racial traits.
Blood Drain. Your unarmed strikes deal 1d6 piercing Creature Type. Fiend
damage on a hit. Ability Score Increase. +1 Charisma.
You can use Dexterity instead of Strength for the Alignment. Evil creatures bent on corrupting
attack and damage rolIs of your unarmed strikes. Your virtuous mortals, most succubi and incubi are neutral
unarmed strikes count as a weapon with the Finesse evil.
property for all effects which require it, such as Sneak Size. Your size is medium.
Attack. Speed. Your base walking speed is 30 ft.
On a successful attack, you may choose to attach to Charm. As an action, you may attempt to magically
the target. While attached, you may not attack using charm one humanoid within 30 feet. The target must
Blood Drain. If the target moves, you may choose to succeed on a will saving throw or be magically charmed
move with it. You may remove yourself as an action or for one hour. It must make a Wisdom saving throw,

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 104
and does so with Advantage if you or your companions A legendary creature more powerful than even the
are fighting it. If it fails the saving throw, it is charmed oldest dragons.
by you until the effect ends or until you or your
companions do anything harmful to it. The DC of this Tarrasque Traits
saving throw is 8 + your proficiency bonus + your Tarrasques share the following racial traits.
Charisma modifier. The charmed creature regards you Creature Type. Monstrosity (titan)
as a friendly acquaintance. When the effect ends, the Ability Score Increase. +1 Strength, +1 Constitution.
creature knows it was charmed by you. Alignment. Normally a destructive, unintelligent
After you use this ability, you can't use it again until beast, most tarrasques are neutral.
you complete a short or long rest. Size. Your size is medium.
Claws. Your unarmed strikes deal 1d4 slashing Speed. Your base walking speed is 30 ft.
damage on a hit. Bite and Claws. Your unarmed strikes deal 1d8
Darkvision. You can see in dim light within 120 feet piercing or slashing damage on a hit.
of you as if it were bright light, and in darkness as if it When you take the Attack action and make an
were dim light. You can’t discern color in darkness, only unarmed strike, you can use a bonus action to initiate a
shades of gray. grapple with the target of your successful unarmed
Draining Kiss. As an action, you may kiss a creature strike.
under the effects of your Charm ability or a willing Damage Resistance. You have resistance against fire
creature. The target takes 1d10 psychic damage. This damage and poison damage, and you have advantage
damage increases by 1d10 when you reach on saving throws against poison.
5th level (2d10), 11th level (3d10), and 17th level Darkvision. You can see in dim light within 120 feet
(4d10). of you as if it were bright light, and in darkness as if it
Flight. You have a flying speed of 30 feet. To use this were dim light. You can’t discern color in darkness, only
speed, you can’t be wearing medium or heavy armor. shades of gray.
Shapechanger. As an action, you can polymorph into Natural Armor. While unarmored, your AC is equal
a specific small or medium humanoid, or back into your to 12 + your Dexterity modifier.
true form. Other than your size, your statistics are the No Hands. You are unable to wield weapons or wear
same in each form. Any equipment you are holding or shields, and cannot use items which require
wearing is not transformed. You retain all of your own manipulation, including spellcasting foci, wands, tools,
statistics, except as noted below. You revert to your etc.
true form if you die. Reflective Carapace. Any time that you are targeted
While in your humanoid form you lose the use of by a magic missile spell, a line spell, or a spell that
your Claws and Flight traits. requires a ranged attack roll, you have a chance to
Telepathy. You can communicate telepathically with reflect the spell back at its caster. If the spell requires a
any creature that knows a language within 30 ft. saving throw, you may do so by rolling a natural 20 on
Languages. You can speak, read, and write in the saving throw. If the spell requires a ranged attack
Common, Abyssal, and Infernal. roll, you may do so why the caster rolls a natural 1 on
the attack roll. If the spll is a magic missile spell, roll a
Playing a Succubus/Incubus d20 and on a natural 20 you may reflect the spell. If
With increased Charisma and their magical ability to you successfully reflect the spell, you are unaffected,
charm creatures, succubi and incubi make excellent and the effect is reflected back at the caster as though
bards, sorcerers, and warlocks. However, they can also it originated from you, turning the caster into the
make for excellent charming rogues. target.
Succubi and incubi work willingly with fiends of all Siege Monster. You deal double damage to objects
kinds, but might also join a party of mortals. In a good- and structures.
aligned party they might seek to lead the party’s Languages. You can speak, read, and write in
virtuous characters astray, or in an evil party they Common.
might look elsewhere for prey.

Tarrasque

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 105
Playing a Tarrasque Mighty trees awakened into magical life.
The tarrasque is a simple beast with some excellent
defensive abilities. Consider classes like barbarian and Treant Traits
fighter which can take advantage of these strengths. Trants share the following racial traits.
The tarrasque is typically a unique creature, and Creature Type. Plant
typically isn’t very intelligent. Consider how your Ability Score Increase. +1 Strength, +1 Wisdom.
character cam to exist, and how it gained its abnormal Alignment. Free, good-natured creatures with no
intelligence. formal society, most treants are chaotic-good.
Size. Your size is medium.
Thri-Kreen Speed. Your base walking speed is 30 ft.
Animate Plants. You may cast the entangle spell
A destert-dwelling race of insect-like humanoids. once per day. Wisdom is your spellcasting ability for
this spell.
Thri-Kreen Traits
False Appearance. While motionless, you appear
Thri-kreen share the following racial traits.
indistinguishable from a mundane. You must spend
Creature Type. Humanoid (thri-kreen)
one minute motionless before this ability takes effect.
Ability Score Increase. +2 Dexterity, +1 Wisdom.
You must maintain concentration during that time, as if
Alignment. Reclusive and nomadic, most thri-kreen
you were casting a spell.
are chaotic neutral.
Siege Monster. You deal double damage to objects
Size. Your size is medium.
and structures.
Speed. Your base walking speed is 35 ft.
Tree Body. Your body is an animated tree, and it
Bite and Claws. Your unarmed strikes deal 1d4
grows and moves in inconsistent and often
piercing or slashing damage on a hit.
unpredictable ways. You are unable to wear armor, but
Chameleon Carapace. You can change the color of
may still use shields. Also, you are vulnerable to fire
your carapace to match the color and texture of your
damage.
surroundings. As a result, you have advantage on
Natural Armor. Your AC is equal to 17.
Dexterity (Stealth) checks made to hide.
Slam. Your unarmed strikes deal 1d8 bludgeoning
Darkvision. You can see in dim light within 120 feet
damage on a hit.
of you as if it were bright light, and in darkness as if it
Languages. You can speak, read, and write in
were dim light. You can’t discern color in darkness, only
Common and Sylvan.
shades of gray.
Natural Armor. While unarmored, your AC is equal Playing a Treant
to 12 + your Dexterity modifier. Treants are strong, wise, and very durable. Their
Standing Leap. Your long jump is up to 30 feet and exceptional natural armor allows them to survive
your high jump is up to 15 feet, with or without a melee combat easily. Their increased Strength makes
running start. them excellent fighters and rangers, while their
Languages. You can speak, read, and write in Thri- increased wisdom makes them powerful clerics, druids,
kreen. and monks.
Treants are long-lived, and born from trees. Consider
Playing a Thri-Kreen
what caused your treant to become a treant. What sort
With increased Dexterity and Wisdom, thri-kreen
of tree were you? Did a druid care for you while you
thrive in a variety of classes. Four arms make them
were a tree?
excellent with weapons, but also allow them to easily
switch between using weapons and using spellcasting Troglodyte
foci, or between using two-handed weapons and
shields. Troglodytes are foul smelling, tribal reptilian
Thri-kreen are normally reclusive and avoid other humanoids who dwell in the underdark.
races. Consider what may have compelled your
character to join up with a group of adventurers who Troglodyte Traits
are likely members of other races. Troglodytes share the following racial traits.
Creature Type. Humanoid (troglodyte)
Treant Ability Score Increase. +2 Strength, +2 Constitution.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 106
Alignment. Vicious predators that leave their Troll Traits
victim’s bodies lying about to rot, most troglodytes are Trolls share the following racial traits.
chaotic evil. Creature Type. Giant
Size. Your size is medium. Ability Score Increase. +2 Constitution.
Speed. Your base walking speed is 30 ft. Alignment. Lacking any societal structure or respect
Bite and Claw. Your unarmed strikes deal 1d4 for authority and happy to eat anything that they can
piercing or slashing damage on a hit. catch, including intelligence creatures, most trolls are
Chameleon Skin. You have advantage on Dexterity chaotic evil.
(Stealth) checks made to hide. Size. Your size is medium.
Darkvision. You can see in dim light within 60 feet of Speed. Your base walking speed is 30 ft.
you as if it were bright light, and in darkness as if it Claw. Your unarmed strikes deal 1d6 slashing
were dim light. You can’t discern color in darkness, only damage on a hit.
shades of gray. Darkvision. You can see in dim light within 60 feet of
Natural Armor. While unarmored, your AC is equal you as if it were bright light, and in darkness as if it
to 11 + your Dexterity modifier. were dim light. You can’t discern color in darkness, only
Stench. As a bonus action you can exude a horrifying shades of gray.
stench for up to one minute. Any creature which starts Keen Smell. You have advantage on Wisdom
its turn within 5 ft. of you must succeed on a (Perception) checks that rely on smell.
Constitution saving throw or be poisoned until the start Natural Armor. While unarmored, your AC is equal
of its next turn. The DC for this saving throw is 8 + your to 13 + your Dexterity modifier.
proficiency bonus + your Constitution modifier. Regeneration. You are able to recover from wounds
You must maintain concentration during that time, with horrifying speed, and can even regrow severed
as if you were casting a spell. If you lose concentration, body parts. As a bonus action, you may spend a Hit Die
affected creatures are no longer poisoned by this to recover hit points.
ability. If a part of your body is removed or destroyed
After you use this ability, you can't use it again until (including your head) but you are not killed, you may
you complete a short or long rest. re-attach the body part as an action.
Sunlight Sensitivity. You have disadvantage on You are vulnerable to acid and fire. If you take acid
attack rolls and on Wisdom (Perception) checks that or fire damage, you may not use your regeneration
rely on sight when you, the target of your attack, or trait to recover hit points or re-attach limbs until the
whatever you are trying to perceive is in direct end of your next turn.
sunlight. You have disadvantage on attack rolls and on When you take a short or long rest, you regain spent
Wisdom (Perception) checks that rely on sight when Hit Dice, up to a number of dice equal to half of your
you, the target of your attack, at whatever you are total number of them, rounded up. If you have lost any
trying to perceive is in direct sunlight. body parts, the missing body parts regrow and the
Languages. You can speak, read, and write in original body parts wither and die.
Troglodyte. Languages. You can speak, read, and write in Giant.

Playing a Troglodyte Playing a Troll


Troglodytes and strong and durable, and their Stench Trolls are hard to kill, and that is their single most
ability makes them potent barbarians and fighters. defining characteristic. Classes which spend a lot of
Chameleon Skin allows them to make excellent time being attacked suit trolls well. Consider barbarian,
ambushes, so they can also work well as Rangers. fighter, monk, and paladin. Be sure to increase your
Be careful with your Stench ability. It doesn’t Constitution to improve the effectiveness of your
distinguish between friends or foes, so you may Regeneration.
occasionally find yourself poisoning your allies if you’re
not careful to remain at a polite distance. Umber Hulk
Troll Enormous insect-like monsters that hunt pretty by
bursting through solid stone walls.
Trolls are giants with the ability to regenerate quickly,
even regrowing their own severed heads.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 107
Umber Hulk Traits Languages. You can speak, read, and write in Umber
Umber hulks share the following racial traits. Hulk.
Creature Type. Monstrosity
Ability Score Increase. +1 Strength. Playing a Umber Hulk
Alignment. Vicious predators with no societal Umber hulks are strong ambush predators. Their
structure, most umber hulks are chaotic evil. natural armor makes them durable without relying on
Size. Your size is medium. armor, but won’t make a suit of full plate. Use your
Speed. Your base walking speed is 30 ft. You have a ability to burrow through stone and your tremorsense
burrow speed of 10 ft. to surprise foes. Consider classes like Barbarian which
Claws and Mandibles. Your unarmed strikes deal can deal large amounts of damage using your increased
1d8 slashing damage on a hit. Strength.
Confusing Gaze. As an action you can gaze at Very little information is given about umber hulks
another creature that can see and that can see you and their societies or personalities. You may need to
within 30 feet and attempt to magically confuse it. The explore sourcebooks from previous editions or
target must make a Wisdom saving throw. The DC of improvise your character’s motivations and history.
this saving throw is 8 + your proficiency bonys + your
Constitution modifier.
Unicorn
Unless surprised, a creature can avert its eyes to Noble celestial creatures resembling white horses with
avoid the. If the creature does so, it can't see the an ivory horn.
umber hulk until the start of its next turn, when it can
avert its eyes again. If the creature looks at the umber Unicorn Traits
hulk in the meantime, it must immediately make the Unicorns share the following racial traits.
save. Creature Type. Celestial
On a failed saving throw, the creature can't take Ability Score Increase. +1 Strength, and either +1
reactions until the end of its next turn and rolls a d6 to Wisdom or +1 Charisma.
determine what it does during that turn. On a 1 to 4, Alignment. Noble protectors sent by good deities,
the creature does nothing. On a 5 or 6, the creature most unicorns are lawful good.
takes no action but uses all its movement to move in a Size. Your size is medium.
random direction. Speed. Your base walking speed is 40 ft.
After you use this ability, you can't use it again until Charge. Once per turn, if you move at least 15 feet
you complete a short or long rest. toward a creature and hit it with a Strength-based
Darkvision. You can see in dim light within 60 feet of melee weapon attack, the target takes an extra 1d6
you as if it were bright light, and in darkness as if it damage from the attack. This damage increases to 2d6
were dim light. You can’t discern color in darkness, only at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
shades of gray. Hooves and Horn. Your unarmed strikes deal 1d8
Natural Armor. While unarmored, your AC is equal bludgeoning or piercing damage on a hit.
to 17. You gain no benefit from wearing armor, though Innate Spellcasting. You know the druidcraft cantrip.
you may still use shields normally. While wearing Once you reach 3rd level, you can cast cure wounds and
armor or clothes which cover a significant portion of detect good and evil once per day each. Your
your body, you lose the effects of your Tremorsense spellcasting ability for these spells is either Wisdom or
trait and may not use your burrow speed or your Charisma, depending on which ability you chose to
Tunneler trait. increase.
Tremorsense. You can detect and pinpoint the origin No Hands. You are unable to wield weapons or wear
of vibrations within 30 feet, provided that you and the shields, and cannot use items which require
source of the vibrations are in contact with the same manipulation, including spellcasting foci, wands, tools,
ground or substance. Tremorsense can't be used to etc.
detect flying or incorporeal creatures. Untamed. You are immune to the charmed and
Tunneler. You can burrow through solid rock at half paralyzed conditions.
its burrow speed and leaves a 3-foot wide and 4-foot Languages. You can speak, read, and write in
high tunnel in your wake. Common, Elven, and Sylvan.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 108
Playing a Unicorn vampire or vampire spawn and raising the creature
Unicorns are fast and versatile. They excel in divine and from the dead with raise dead or a similar spell.
nature-based classes like cleric, druid, and paladin.
Their innate spellcasting provides helpful utility Vampire Traits
options, and healing touch provides a useful source of All vampires share the following traits, adding these
healing that works even when spells won’t. traits to their existing racial traits.
Unicorns are sent by deities to protect forests, Hit Points
sacred sites and items, and occasionally important Hit Dice. 1d8 per vampire level
creatures. Consider what your divine purpose is, and Hit Points at Higher Levels. 1d8 (or 5) + your
how that brough your character into a party of Constitution modifier per vampire level
adventurers.
Traits
Vampire [Template: Acquired] Vampires gain the following traits at each level, as
indicated on the table below.
Evil undead humanoids that feed on the blood of the Level Features
living. Vampires’ powers are numerous, and include 0 Alignment, Creature Type, Chained to the Grave,
the ability to assume the form of a bat, to mentally Vampire Weaknesses, Bite and Claws, Darkvision
dominate the living, and the ability to heal from mortal 1 Regeneration, Spider Climb
wounds almost instantly. 2 Charm, Children of the Night
3 Shapechanger
Becoming a Vampire 4 Ability Score Increase
If a living humanoid creature slain by a vampire’s bite is 5 Misty Escape
then buried in the ground, it rises the following night as Alignment. Your alignment changes to lawful evil.
a vampire spawn. Creature Type. Your creature type changes to
Upon gaininng the Vampire template, the character Undead, and adds the Shapechanger subtype to their
becomes a Vampire Spawn and immediately gains the existing subtypes.
traits listed for level 0 under Vampire Traits, below. In Chained to the Grave. The coffin, crypt, or grave site
addition, the character's growth and training are in which you were buried becomes your resting place,
affected. The next time the character gains enough and you must rest there by day. If you did not receive a
experience to gain a level, instead of selecting a class in formal burial, you must rest beneath at least one foot
which to take a new level the character immediately of earth at the place that you rose from the dead. You
gains a level of the Vampire template. may move your resting place by transporting your
After gaining the first level of the Vampire template, coffin or a significant amount of grave dirt to another
characters may resume gaining levels normally if they location.
choose to do so. Vampire Weaknesses. You gain the following flaws:
In order to gain the second level of the Vampire • Forbiddance. You can't enter a residence without an
Template, the vampire which created the Vampire invitation from one of the occupants.
Spawn must knowingly and willingly allow the Vampire • Harmed by Running Water. You take 20 acid damage
Spawn to drink the vampire’s blood. Upon doing so, when you start your turn in running water.
the Vampire Spawn may continue taking levels of the • Stake to the Heart. You are destroyed if a piercing
Vampire template the next time they gain enough weapon made of wood is driven into your heart
experience to gain a level. while you are incapacitated in your resting place.
Unfortunately, most vampires are reluctant to • Sunlight Hypersensitivity. You take 20 radiant
promote their spawn, as doing so means that their damage when you start your turn in sunlight. While
former spawn is no longer destroyed upon the master in sunlight, you have disadvantage on attack rolls
vampire’s death, thereby removing the need to protect and ability checks.
their master in order to survive.
Bite and Claws. Your unarmed strikes deal 1d4
Removing Vampirism piercing and 1d4 necrotic damage, or 1d8 slashing
A creature that becomes a vampire or vampire spawn damage on a hit.
cannot be returned to normal life except by a Wish Darkvision. You can see in dim light within 60 feet of
spell or similarly powerful magic, or by destroying the you as if it were bright light, and in darkness as if it

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 109
were dim light. You can’t discern color in darkness, only If you can't transform (either due to sunlight,
shades of gray. running water, because you have used Misty Escape
Regeneration. You are able to recover from wounds already since your last long rest, or due to another
with horrifying speed. As a bonus action, you may effect which prevents you from changing forms), you
spend a Hit Die to recover hit points. are destroyed.
You are vulnerable to radiant damage and damage While you have 0 hit points in mist form, you can't
from holy water. If you take acid or fire damage, you willingly to your vampire form, and you must reach
may not use your regeneration trait to recover hit your resting place within 1 hour or be destroyed. While
points until the end of your next turn. at 0 hit points, you automatically succeed on death
When you take a short or long rest, you regain spent saving throws (you may not roll these saves, so you
Hit Dice, up to a number of dice equal to half of your cannot roll a natural 20 to regain one hit point).
total number of them, rounded up. However, if you take radiant damage (such as the
Spider Climb. You can climb difficult surfaces, damage you take from sun light) or damage from holy
including upside down on ceilings, without needing to water, you are treated as though you had failed a
make an ability check. death saving throw. If you fail three death saving
Shapechanger. If you aren’t in sunlight or running throws, you are destroyed.
water, as an action you can polymorph into a Tiny bat Once in your resting place, you revert to your
or a Medium cloud of mist, or back into your true form. vampire form. You are then paralyzed until you regain
While in bat form, you can't speak, your walking at least 1 hit point. You may take short and long rests
speed is 5 feet, and you have a flying speed of 30 feet. while in this state, spending hit dice to heal yourself as
Your statistics, other than your size and speed, are normal.
unchanged. Anything you are wearing transforms with After you use this ability, you can't use it again until
you, but nothing you are carrying does. You revert to you complete a short or long rest.
your true form if you. Charm. You may cast the charm person spell once
While in mist form, you vampire can't take any acti per short rest. Charisma is your spellcasting ability for
ons, speak, or manipulate objects. You are weightless, this spell.
have a flying speed of 10 feet, can hover, and can enter Children of the Night. You magically call 3d4
a hostile creature's space and stop there. In addition, if swarms of bats or rats, provided that the sun isn 't up.
air can pass through a space, the mist can do so While outdoors, you can call 3d4 wolves instead. The
without squeezing, and you can't pass through liquids. called creatures arrive in 1d4 rounds, acting as your
You have advantage on Strength, Dexterity, and allies and obeying your spoken commands (no action
Constitution saving throws and resistance to all required by you). The beasts remain for 1 hour, until
nonmagical damage, except the damage you take from you die, or until you dismiss them as a bonus action.
sunlight. You can’t fall and remain hovering in the air After you use this ability, you can't use it again until
even when stunned or otherwise incapacitated. you complete a short or long rest.
You may remain in mist form for up to one hour, at
which point you return to your true form. If you are Water Weird
forced to revert to your true form while in a space that Elemental guardians bound to a watery location.
cannot contain you, you are shunted into the nearest
safe space, following a path which mist could follow, Water Weird Traits
and take 1d6 damage per 5 feet traveled this way. The Water weirds share the following racial traits.
resistance from mist form does not apply to this Creature Type. Elemental. You do not require air,
damage. food, drink, or sleep. Instead, you enter a restful state,
Once you adopt mist form, you cannot do so again remaining semiconscious, for 4 hours a day. While
until you have completed a long rest. You may adopt resting, you can dream after a fashion; such dreams are
bat form at will. reflexive mental exercises inherent to your
Misty Escape. When you drop to 0 hit points outside consciousness. After resting in this way, you gain the
your resting place, you transform into a cloud of mist same benefit that a human does from 8 hours of sleep.
(as in the Shapechanger trait) instead of falling Alignment. Lacking a concept of good or evil, most
unconscious, provided that you aren’t in sunlight or water weirds are neutral, though their persoanlities
running water. might be warped by the water they occupy.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 110
Size. Your size is medium. Creature Type. Undead. You don’t require air, food,
Can’t Speak. You are unable to speak, but are still drink, or sleep. Instead, you enter a restful state,
able to read, write, and understand any languages remaining semiconscious, for 4 hours a day. While
which you know. You are unable to perform verbal resting, you can dream after a fashion; such dreams are
spell components. reflexive mental exercises inherent to your
Constrict. Your unarmed strikes deal 1d8 consciousness. After resting in this way, you gain the
bludgeoning damage on a hit. When you take the same benefit that a human does from 8 hours of sleep.
Attack action and make an unarmed strike, you can use Ability Score Increase. +1 to any two of Strength,
a bonus action to initiate a grapple with the target of Dexterity, and Constitution.
your successful unarmed strike. You may grapple even Alignment. Vile creatures who feed on the life force
though you have no hands. of other living mortals, most wights are neutral evil.
No Hands. You are unable to wield weapons or wear Size. Your size is medium.
shields, and cannot use items which require Speed. Your base walking speed is 30 ft.
manipulation, including spellcasting foci, wands, tools, Darkvision. You can see in dim light within 60 feet of
etc. you as if it were bright light, and in darkness as if it
Poison Immunity. You are immune to poison were dim light. You can’t discern color in darkness, only
damage, and immune to the poisoned condition. shades of gray.
Unstable Form. Your body is not completely rigid, Life Drain. Your unarmed strikes deal 1d4 necrotic
and your limbs often fluctuate in size and shape as you damage on a hit.
move. You are unable to wear armor. You are immune Poison Immunity. You are immune to poison
to the exhaustion, grappled, paralyzed, restrained, damage, and immune to the poisoned condition.
prone, and unconscious conditions. Sunlight Sensitivity. You have disadvantage on
Water Bound. The water weird dies if it leaves the attack rolls and on Wisdom (Perception) checks that
water to which it is bound or if that water is destroyed. rely on sight when you, the target of your attack, or
Water Camouflage. You have advantage on whatever you are trying to perceive is in direct
Dexterity (Stealth) checks made to hide in water. sunlight. You have disadvantage on attack rolls and on
Speed. Your base walking speed is 30 ft. Wisdom (Perception) checks that rely on sight when
Languages. You can understand, read, and write in you, the target of your attack, at whatever you are
Aquan. trying to perceive is in direct sunlight.
Undead Resilience. You have resistance to necrotic
Water Weird damage. You are immune to the exhaustion and
Water weirds are sneaky ambush attackers, but they’re poisoned conditions, and to poison damage.
severely limited by their inability to wear armor or Languages. You can speak, read, and write in
move on land. Consider classes like barbarian or monk Common and one other language of your choice which
which will offer you alternate sources of AC, and do you spoke in life.
your best to mitigate your inability to walk. Also
consider classes like rogue which can take advantage of Playing a Wight
your Warer Camouflage. Wights excel in melee combat. They can increase any
Water weirds are bound to specific bodies of water. two of their physical ability scores, and Undead
Discuss how this would work with your DM. In an Resilience provides several useful defenses. Between
aquatic campaign this will rarely be an issue, but in a Darkvision and Sunlight Sensitivity you will function
land-based campaign you might need to do something better at night or underground, so avoid fighting in
strange like roll around in a barrel. sunlight.
Wights remember their previous lives. Consider who
Wight your character was in life, and what compelled them to
The undead bodies of mortals who cried out to evil call out to dark powers and become a wight instead of
forces to escape the moment of their death. facing death. Wights hate the living, seeking to snuff
out the spark of life in other creatures. You will fit well
Wight Traits into any evil party that spends a lot of time killing
Wights share the following racial traits. things.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 111
Will-o’-Wisp dim light for an additional 10 feet. While extinguished,
you cast light less than that of a candle.
Evil spirits that lead mortals to their doom and feed on Shock. As an action, you may shock a creature within
their dying souls. reach. Make a melee spell attack against the target. On
a hit, the target takes 1d8 lightning damage. The
Will-o’-Wisp Traits damage increases by 1d8 when you reach 5th level
Will-o’-wisps share the following racial traits. (2d8), 11th level (3d8), and 17th level (4d8). Wisdom is
Creature Type. Undead. You don’t require air, drink, your spellcasting ability for this attack.
or sleep. Instead, you enter a restful state, remaining Undead Nature. You have resistance to lightning and
semiconscious, for 4 hours a day. While resting, you necrotic damage. You have immunity to poison
can dream after a fashion; such dreams are reflexive damage, and to the poisoned condition.
mental exercises inherent to your consciousness. After Languages. You can speak, read, and write in
resting in this way, you gain the same benefit that a Common and one other language of your choice which
human does from 8 hours of sleep. you spoke in life.
Ability Score Increase. +2 Dexterity.
Alignment. Evil creatures that prey on the suffering Playing a Will-o’-Wisp
of others, most will-o’-wisps are chaotic evil. Will-o’-wisps are complicated creatures. They are
Size. Your size is small. unable to use weapons or armor, and with no natural
Speed. Your base walking speed is 0 ft. armor they are very frail. Their only means to attack is
Consume Life. As a bonus action, you can target one their Shock ability, which requires them to be in melee
creature it can see within 5 feet of it that has 0 hit reach. Because Shock is a spell attack, you won’t be
points and is still alive. The target must succeed on a able to take advantage of abilities like Sneak Attack,
DC Constitution saving throw against this magic or die. and without the ability to hold a spellcasting foci you
The DC of this saving throw is 8 + your proficiency may have trouble playing a spellcaster.
bonus + your Constitution bonus. If the target dies you Will-o’-wisps are one of the few types of undead that
may spend a hit die to heal yourself, and you are need to eat. Consume Life will sustain you for a week,
nourished as though had eaten enough food for a so be sure that you never wander too far away from
week. If the creature fails the save and rolls a natural 1, something that you can feed upon when the need
a new will-o-wisp forms in the space initially indifferent arises. Joining a party of adventurers, especially an evil
the creature’s body. This will-o’-wisp is neutral to the one which doesn’t hesitate to kill, is a good way to gain
player and their allies, and doesn’t need to eat for a a reliable source of sustenance.
week after its creation.
Darkvision. You can see in dim light within 60 feet of Wraith
you as if it were bright light, and in darkness as if it
Malice incarnate, wraiths are undead creatures bent
were dim light. You can’t discern color in darkness, only
on the end of all life.
shades of gray.
Ephemeral. You can't wear or carry anything, Wraith Traits
including weapons, armor, shields, etc, and your
Wraiths share the following racial traits.
Strength score may not exceed 1. In addition, you are
Creature Type. Undead. You don’t require air, food,
immune to the exhaustion, grappled, paralyzed, prone,
drink, or sleep. Instead, you enter a restful state,
restrained, and unconscious conditions.
remaining semiconscious, for 4 hours a day. While
Flight. You have a flying speed of 40 feet.
resting, you can dream after a fashion; such dreams are
Hidden Step. As a bonus action, you can magically
reflexive mental exercises inherent to your
turn invisible until the start of your next turn or until
consciousness. After resting in this way, you gain the
you attack, make a damage roll, or force someone to
same benefit that a human does from 8 hours of sleep.
make a saving throw.
Ability Score Increase. +1 Dexterity, +1 Constitution.
After you use this ability, you can't use it again until
Alignment. Existing solely to extinguish all life, most
you complete a short or long rest.
wraiths are neutral evil.
Ignited Illumination. As a bonus action, you can
Size. Your size is medium.
cause yourself to glow or extinguish your light. While
Speed. Your base walking speed is 0 ft.
glowing, you shed bright light in a 10-foot radius and

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 112
Bereft of Body. You are unable to wear armor, but Flight. You have a flying speed of 30 feet. To use this
may still use shields. speed, you can’t be wearing medium or heavy armor.
Darkvision. You can see in dim light within 60 feet of Natural Armor. While unarmored, your AC is equal
you as if it were bright light, and in darkness as if it to 13 + your Dexterity modifier.
were dim light. You can’t discern color in darkness, only No Hands. You are unable to wield weapons or wear
shades of gray. shields, and cannot use items which require
Flight. You have a flying speed of 30 feet, and can manipulation, including spellcasting foci, wands, tools,
hover.. To use this speed, you can’t be wearing etc.
medium or heavy armor. Stinger. Your unarmed strikes deal 1d4 piercing
Life Drain. Your unarmed strikes deal 1d6 necrotic damage and 1d4 poison damage on a hit.
damage on a hit. Languages. You can speak, read, and write in
Sunlight Sensitivity. You have disadvantage on Common.
attack rolls and on Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or Playing a Wyvern
whatever you are trying to perceive is in direct Wyverns are strong and durable, but lack special
sunlight. You have disadvantage on attack rolls and on abilities. Consider classes which can capitalize on the
Wisdom (Perception) checks that rely on sight when wyvern’s traits like barbarian and fighter.
you, the target of your attack, at whatever you are Like many other creatures, being awakened has a
trying to perceive is in direct sunlight. great deal of influence of your character’s personality.
Undead Resilience. You have resistance to necrotic Consider what effect granted your character superior
damage. You are immune to the exhaustion, grappled, intelligence, and how that effect shaped your
paralyzed, petrified, poisoned, prone, and restrained character’s personality.
conditions, and to poison damage.
Languages. You can speak, read, and write in Xorn
Common and one other language of your choice which Three-armed, three-legged, three-eyed stony orange
you spoke in life. metal-eaters.
Playing a Wraith Xorn Traits
Wraiths are nimble and durable. They make excellent Xorn share the following racial traits.
fighters, rangers, and rogues. Take advantage of your Creature Type. Elemental
flight to out-maneuver your foes. Ability Score Increase. +1 Constitution.
Wraiths seek the end of all life, so it makes the most Alignment. Generally peaceful and motivated mostly
sense to include them in a party of undead, or at least by hunger and curiosity, most xorns are neutral.
in a party of characters with deeply evil goals. Size. Your size is medium.
Speed. Your base walking speed is 20 ft. You have a
Wyvern burrow speed of 20 ft.
Beastly creatures related to true dragons, wyverns are Claws. Your unarmed strikes deal 1d8 slashing
powerful hunters with a deadly poison sting. damage on a hit.
Darkvision. You can see in dim light within 60 feet of
Wyvern Traits you as if it were bright light, and in darkness as if it
Wyverns share the following racial traits. were dim light. You can’t discern color in darkness, only
Creature Type. Dragon shades of gray.
Ability Score Increase. +2 Strength, +1 Constitution. Earth Glide. You can burrow through non-magical,
Alignment. Usually unintelligent creatures, most unworked earth and stone. While doing so, you don't
wyverns are neutral. disturb the material you move through.
Size. Your size is medium. Natural Armor. While unarmored, your AC is equal
Speed. Your base walking speed is 20 ft. to 17. You gain no benefit from wearing armor, though
Darkvision. You can see in dim light within 60 feet of you may still use shields normally.
you as if it were bright light, and in darkness as if it Three Arms. You have 3 arms, and may hold and use
were dim light. You can’t discern color in darkness, only items in each of your hands.
shades of gray.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 113
If you have Extra Attacks, when you take the Attack turn. The DC of this saving throw is 8 + your proficiency
action you may make each of your attacks using any bonus +
weapon you are holding. Claws. Your unarmed strikes deal 1d4 slashing
When you take the Attack action and attack with a damage on a hit.
weapon which qualifies for use with two-weapon Cold Resistance. You have resistance to cold
fighting, you can use a bonus action to attack with a damage.
different qualifying weapon. You don’t add your ability Darkvision. You can see in dim light within 60 feet of
modifier to the damage of the bonus attack unless the you as if it were bright light, and in darkness as if it
modifier is negative or you have an ability which allows were dim light. You can’t discern color in darkness, only
you to add your ability modifier to the bonus attack shades of gray.
granted by two-weapon fighting. If you choose to make Fear of Fire. If you take fire damage, you have
this additional attack, you may not benefit from using a disadvantage on attack rolls and ability checks until the
shield until the beginning of your next turn. end of your next turn.
If you use a weapon with the Heavy property or use Keen Smell. You have advantage on Wisdom
a Versatile weapon two-handed you may not benefit (Perception) checks that rely on smell.
from using a shield until the beginning of your next Natural Armor. While unarmored, your AC is equal
turn, but you may switch between multiple Heavy or to 11 + your Dexterity modifier.
Versatile weapons with each attack. Snow Camouflage. You have advantage on Dexterity
Languages. You can speak, read, and write in Terran. (Stealth) checks made to hide in snowy terrain.
Languages. You can speak, read, and write in Yeti.
Playing a Xorn
Xorns are slow moving, but difficult to kill. With natural Playing a Yeti
armor and increase constitution they’re extremely Yetis’ increased Strength and Constitution makes them
durable. Their ability to move through stone without excellent barbarians and fighters, but their Snow
leaving a trace makes it easy for them to ambush or Camouflage can make them stealthy enough to make
bypass foes. Xorns work as a wide variety of classes, excellent rangers.
but don’t excel in any one area. Yetis are vicious, carnivorous, and not particularly
Xorns are usually not violent, but they’re curious and intelligent, but that makes them excellent muscle in a
have difficult dietary needs. They might join a group of party of evil characters. With no qualms about eating
adventurers in hopes of a steady supply of gems and humanoids, access to easy food may be enough to
metal to eat, or in hopes of finding a way back to the persuade a yeti to go adventuring.
plane of earth.
Yuan-ti
Yeti Yuan-ti are foul, snake-worshipping creatures who seek
Furry white monstrosities that stalk frozen to attain divine ascension through world conquest,
mountaintops in search of food. manipulation, and eventually by devouring and
supplanting their own gods.
Yeti Traits
Yetis share the following racial traits. Yuan-ti Traits
Creature Type. Monstrosity Yuan-ti share the following racial traits.
Ability Score Increase. +1 Strength, +1 Constitution. Ability Score Increase. +1 Charisma.
Alignment. Intelligent creatures that happily commit Alignment. Evil, power-hungry creatures who seek
cannibalism, most yetis are chaotic evil. power by any means, most yuan-ti are neutral evil.
Size. Your size is medium. Size. Your size is medium.
Speed. Your base walking speed is 30 ft. You have a Speed. Your base walking speed is 30 ft.
climb speed of 30 ft. Cunning. You have advantage on all Intelligence,
Chilling Gaze. As an action, you can target one Wisdom, and Charisma saving throws against magic.
creature that you can see within 30 ft. If the target can Darkvision. You can see in dim light within 60 feet of
see you, it must make a Constitution saving throw you as if it were bright light, and in darkness as if it
against this magic or take 1d8 cold damage have its were dim light. You can’t discern color in darkness, only
speed reduced by 10 feet until the start of your next shades of gray.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 114
Languages. You can speak, read, and write in have innate spellcasting, which will provide helpful
Abyssal, Common, and Draconic. additional options for sorcerers and warlocks.
Poison Immunity. You are immune to poison Evil and ambitious, yuan-ti make a great choice for a
damage, and immune to the poisoned condition. party of evil characters. The race’s overall goal is to
Subrace. Choose one of these subraces. You gain the dominate the world and ascend to god-hood, so an
traits listed under your chosen subrace in addition to individual yuan-ti might go to great lengths to further
those listed above. that goal.
Yuan-ti Abomination Yugoloth
Creature Type. Monstrosity
Ability Score Increase. +1 Strength. Fiendish mercenaries who will work for anyone who
Bite and Constrict. Your unarmed strikes deal 1d4 can pay, yugoloths are a varied collection of closely-
piercing damage and 1d4 poison damage or 1d8 related fiends.
bludgeoning damage on a hit.
Yugoloth Traits
Yuan-ti Malison Yugoloths share the following racial traits.
Creature Type. Monstrosity Creature Type. Fiend (Yugoloth)
Ability Score Increase. +1 Strength. Alignment. Evil, fiendish mercenaries motivated by
Malison Type. Select one of the three types of little more than material reward, most yugoloths are
Malisons. neutral evil.
• Type 1: Human body with snake head. Your unarmed Size. Your size is medium.
strikes deal 1d4 piercing damage and 1d4 poison Speed. Your base walking speed is 30 ft.
damage on a hit. Darkvision. You can see in dim light within 60 feet of
• Type 2: Human head and body with snakes for arms. you as if it were bright light, and in darkness as if it
You have no hands. Your unarmed strikes deal 1d4 were dim light. You can’t discern color in darkness, only
piercing damage and 1d4 poison damage on a hit. shades of gray.
When you take the Attack action and make a melee Fiendish Resilience. You are resistance to acid
attack with your unarmed strikes, as bonus action damage and to poison damage. In addition, you have
you may make one additional unarmed strike. advantage on saving throws against poison.
• Type 3: Human head and upper body with a Languages. You can speak, read, and write in
serpentine body instead of legs. Your unarmed Common and Abyssal.
strikes deal 1d4 bludgeoning damage on a hit. When Subrace. Choose one of these subraces. You gain the
you hit a creature with an unarmed strike or an traits listed under your chosen subrace in addition to
improvised weapon on your turn, you can use a those listed above.
bonus action to attempt to grapple the target. Arcanoloth
Yuan-ti Pureblood Ability Score Increase. +1 Intelligence, +1 Charisma.
Creature Type. Humanoid (yuani-ti) Innate Spellcasting. You know the prestidigitation
Innate Spellcasting. You know the poison spray cantrip. Once you reach third level, you can cast the
cantrip. Once you reach 3rd level, you can cast the find detect magic spell once per day. Charisma is your
familiar (poison snake only) spell once per day. Once spellcasting ability for these spells.
you reach 5th level, you can cast the suggestion spell Mezzoloth
once per day. Charisma is your spellcasting ability for
Ability Score Increase. +1 Strength, +1 Constitution.
these spells.
Claw. Your unarmed strikes deal 1d4 slashing
Stealthy. You have proficiency in the Stealth skill.
damage on a hit.
Four Arms. You have four arms, and may hold and
Playing a Yuan-ti
use items in each of your hands.
Yuan-ti are all charismatic, evil creatures, but their
If you have Extra Attacks, when you take the Attack
specific abilities make them differ greatly. The malison
action you may make each of your attacks using any
and the abomination are powerful melee fighters with
weapon you are holding.
enhanced strength and natural weapons, so consider
When you take the Attack action and attack with a
classes like barbarian, fighter, and paladin. Purebloods
weapon which qualifies for use with two-weapon

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 115
fighting, you can use a bonus action to attack with a claws allow them to easily switch between weapons
different qualifying weapon. You don’t add your ability and equipment to suit their needs in combat.
modifier to the damage of the bonus attack unless the Mezzoloths enjoy violence and being rewarded.
modifier is negative or you have an ability which allows Those are abundant in a life of adventuring, so
you to add your ability modifier to the bonus attack convincing a mezzoloth to join and adventuring party
granted by two-weapon fighting. If you choose to make should be simple.
this additional attack, you may not benefit from using a
Nycaloth
shield until the beginning of your next turn.
Strong, flying combatants, nycaloths make good
If you use a weapon with the Heavy property or use
fighters and barbarians. With increased strength,
a Versatile weapon two-handed you may not benefit
nycaloths will do well either in melee combat or using
from using a shield until the beginning of your next
thrown weapons while flying out of enemy reach.
turn, but you may switch between multiple Heavy or
Nycaloths like to stick to one master who treats
Versatile weapons with each attack.
them well. If an adventuring party includes someone
Nycaloth who might serve as this master, the nycaloth may be a
Ability Score Increase. +1 Strength. life-long ally to the party.
Flight. You have a flying speed of 30 feet. To use this
Ultroloth
speed, you can’t be wearing medium or heavy armor.
Durable with high Charisma, Ultroloths make excellent
Ultroloth evil paladins, sorcerers, and warlocks. Be sure to use
Ability Score Increase. +1 Constitution, +1 Charisma. your Hypnotic Gaze to stun powerful enemies so that
Hypnotic Gaze. As an action, you may target one your allies can quickly defeat them.
creature it can see within 30 feet of it. If the target can Leaders among Yugoloths, Ultroloths are a natural
see you, the target must succeed on a Wisdom saving party leader in a party of evil characters, especially if
throw against this magic or be charmed until the end of they are mercenaries or demons.
the ultroloth's next turn. The charmed target is
stunned. The DC of this saving throw is 8 + your Zombie [Template: Natural]
proficiency bonus + your Charisma modifier. If the A classic fictional monster, zombies are the bodies of
target's saving throw is successful, the target is dead creatures animated by evil magic.
immune to the your gaze for the next 24 hours.
After you use this ability, you can't use it again until Becoming a Zombie
you complete a short or long rest. Any formerly living organic creature with a corporeal
body can become zombie. The body is animated by
Playing a Yugoloth means of animate dead or a similar spell or magical
Yugoloths are very different creatures, each of which effect.
can thrive in different ways. The zombie template must be applied to a character
Arcanoloth during character creation. Zombies retain essentially
With increases to both intelligence and charisma, nothing of their former mind, so a zombie created from
arcanoloths make excellent eldritch knights, sorcerers, the body of an experienced character loses any class
warlocks, and wizards. levels, proficiencies, or other acquired capabilities that
Arcanoloths deal primarily in information, but also it may have had while it was alive. The zombie is
collect valuable magic items. This is easily enough to functionally a new character, sharing only the body of
motivate an enterprising arcanoloth to set out on a life the formerly living character.
of adventure in search of buried information or
valuable trinkets, especially if someone else in the Zombie Traits
party is paying the arcanoloth to be there. All zombies have the following traits, adding these
traits to their existing racial traits upon gaining the
Mezzoloth zombie template.
Mezzoloths serve as foot soldiers in yugoloth armies. Creature Type. You replace your current creature
Their strength and durability makes them excellent type with Undead, but retain any subtypes.
barbarians and fighters, and their additional arms and You don’t require air, food, drink, or sleep. Instead,
you enter a restful state, remaining semiconscious, for

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 116
4 hours a day. While resting, you can dream after a Rock. You may throw a rock or similar object as a
fashion; such dreams are reflexive mental exercises ranged weapon attack. This attack has 30/60 range,
inherent to your consciousness. After resting in this and deals 1d6 bludgeoning damage on a hit. This is
way, you gain the same benefit that a human does made as though the object had the Thrown weapon
from 8 hours of sleep. property.
Ability Adjustments. -2 Dexterity, -2 Intelligence, -2 Languages. You can speak, read, and write in
Wisdom, -2 Charisma. Common.
Alignment. Animated by evil magics, all zombies are
evil. Playing an Ape
Speed. Any natural movement speeds you possess For someone looking to play a beast without sacrificing
(walking speed, climbing speed, flight, etc.) are the versatility of a humanoid, the ape is a great option.
reduced by 10 ft., to a minimum of 5 ft. Like many other creatures, being awakened has a
Can’t Speak. You are unable to speak, but are still great deal of influence of your character’s personality.
able to read, write, and understand any languages Consider what effect granted your character superior
which you know. You are unable to perform verbal intelligence, and how that effect shaped your
spell components. character’s personality.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Awakened Shrub
were dim light. You can’t discern color in darkness, only A small shrub magically granted intelligence and
shades of gray. mobility.
Relentless. When you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead. Awakened Shrub Traits
You can’t use this feature again until you finish a long Awakened shrubs share the following racial traits.
rest. If you have the Relentless trait from another Creature Type. Plant
source, such as your race, you may use it an additional Alignment. Normally unintelligent plants, most
time before you finish a long rest. awakened shrubs are neutral.
Undead Nature. You have immunity to the Size. Your size is small.
exhausted and poisoned conditions, and to poison Speed. Your base walking speed is 25 ft.
damage. False Appearance. While motionless, you appear
indistinguishable from a mundane shrub. You must
Miscellaneous Creatures spend one minute motionless before this ability takes
effect. You must maintain concentration during that
This section contains animals, vermin, and some other time, as if you were casting a spell.
creatures that don’t quite qualify as monsters for Flammable. You have vulnerability to fire damage.
reasons beyond knowing. Rake. Your unarmed strikes deal 1d6 slashing
damage on a hit.
Ape Languages. You can speak, read, and write in
Apes are large primates resembling hairy, Common.
disproportionate humans.
Playing an Awakened Shrub
Ape Traits Awakened shrubs are terrible. Only play them if
Apes share the following racial traits. survival and success are unimportant.
Creature Type. Beast Like many other creatures, being awakened has a
Ability Score Increase. +2 Strength, +2 Constitution. great deal of influence of your character’s personality.
Alignment. Normally unintelligent beasts, most apes Consider what effect granted your character superior
are neutral. intelligence, and how that effect shaped your
Size. Your size is medium. character’s personality.
Speed. Your base walking speed is 30 ft. You have a
climb speed of 30 ft. Awakened Tree
Fist. Your unarmed strikes deal 1d6 bludgeoning A sturdy tree magically granted intelligence and
damage on a hit. mobility.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 117
Traits Playing an Axe Beak
Awakened trees share the following racial traits. Axe beaks are strong and fast, so consider classes
Creature Type. Plant which can take advantage of your increased mobility to
Ability Score Increase. +2 Strength, +2 Constitution. get into melee and deal a lot of damage quickly.
Alignment. Normally unintelligent plants, most Like many other creatures, being awakened has a
awakened trees are neutral. great deal of influence of your character’s personality.
Size. Your size is small. Consider what effect granted your character superior
Speed. Your base walking speed is 30 ft. intelligence, and how that effect shaped your
False Appearance. While motionless, you appear character’s personality.
indistinguishable from a mundane tree. You must
spend one minute motionless before this ability takes Baboon
effect. You must maintain concentration during that Predatory primates native to jungles.
time, as if you were casting a spell.
Flammable. You have vulnerability to fire damage. Baboon Traits
Slam. Your unarmed strikes deal 1d6 bludgeoning Baboons share the following racial traits.
damage on a hit. Creature Type. Beast
Languages. You can speak, read, and write in Ability Score Increase. +1 Dexterity.
Common. Alignment. Normally unintelligent beasts, most
baboons are neutral.
Playing an Awakened Tree Size. Your size is small.
Awakened trees are sturdy and strong, but not terribly Speed. Your base walking speed is 30 ft. You have a
interesting. Consider classes like barbarian, fighter, and climb speed of 30 ft.
monk, and be sure to avoid fire. Bite. Your unarmed strikes deal 1d6 slashing damage
Like many other creatures, being awakened has a on a hit.
great deal of influence of your character’s personality. Pack Tactics. As a bonus action you may take
Consider what effect granted your character superior advantage of the presence of your allies. You gain
intelligence, and how that effect shaped your Advantage on the next attack roll you make this turn
character’s personality. against a creature if at least one of your allies is within
5 feet of the creature and the ally isn’t incapacitated.
Axe Beak Languages. You can speak, read, and write in
Tall, flightless birds with a powerful beak. Common.

Axe Beak Traits Playing a Baboon


Axe beaks share the following racial traits. The combination of increased Dexterity and Pack
Creature Type. Beast Tactics is an extremely potent option for rogues and for
Ability Score Increase. +1 Strength. dexterity-based fighters and rangers.
Alignment. Normally unintelligent beasts, most axe Like many other creatures, being awakened has a
beaks are neutral. great deal of influence of your character’s personality.
Size. Your size is medium. Consider what effect granted your character superior
Speed. Your base walking speed is 50 ft. intelligence, and how that effect shaped your
Bite. Your unarmed strikes deal 1d8 slashing damage character’s personality.
on a hit.
No Hands. You are unable to wield weapons or wear Badger
shields, and cannot use items which require Omnivorous burrowing mammals.
manipulation, including spellcasting foci, wands, tools,
etc. Badger Traits
Languages. You can speak, read, and write in Badgers share the following racial traits.
Common. Creature Type. Beast
Ability Score Increase. +1 Constitution, +1 Wisdom.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 118
Alignment. Normally unintelligent beasts, most Echolocation. You can’t use your blindsight while
badgers are neutral. deafened.
Size. Your size is small. Flight. You have a flying speed of 30 feet. To use this
Speed. Your base walking speed is 25 ft. You have a speed, you can’t be wearing medium or heavy armor.
burrow speed of 5 ft. Keen Hearing. You have advantage on Wisdom
Bite and Claws. Your unarmed strikes deal 1d6 (Perception) checks that rely on hearing.
piercing or slashing damage on a hit. No Hands. You are unable to wield weapons or wear
Darkvision. You can see in dim light within 60 feet of shields, and cannot use items which require
you as if it were bright light, and in darkness as if it manipulation, including spellcasting foci, wands, tools,
were dim light. You can’t discern color in darkness, only etc.
shades of gray. Languages. You can speak, read, and write in
Keen Smell. You have advantage on Wisdom Common.
(Perception) checks that rely on smell.
No Hands. You are unable to wield weapons or wear Playing a Bat
shields, and cannot use items which require Bats are nimble, they can fly, and their blindsight
manipulation, including spellcasting foci, wands, tools, allows them to function well in perfect darkness.
etc. Consider classes which can capitalize on these
Languages. You can speak, read, and write in strengths like ranger and rogue.
Common. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Playing a Badger Consider what effect granted your character superior
Wise and tough, badgers make good druids and intelligence, and how that effect shaped your
rangers. Despite its slow speed, don’t underestimate character’s personality.
the effectiveness of the badger’s ability to burrow.
Like many other creatures, being awakened has a Black bear
great deal of influence of your character’s personality. Relatively small bears, black bears are still dangerous.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Black Bear Traits
character’s personality. Black bears share the following racial traits.
Creature Type. Beast
Bat Ability Score Increase. +2 Strength, +2 Constitution.
Flying nocturnal mammals known for their Alignment. Normally unintelligent beasts, most black
echolocation. bears are neutral.
Size. Your size is medium.
Bats Traits Speed. Your base walking speed is 40 ft. You have a
Bats share the following racial traits. climb speed of 30 ft.
Creature Type. Beast Bite and Claws. Your unarmed strikes deal 1d8
Ability Score Increase. +1 Dexterity. piercing or slashing damage on a hit.
Alignment. Normally unintelligent beasts, most bats Keen Smell. You have advantage on Wisdom
are neutral. (Perception) checks that rely on smell.
Size. Your size is tiny. Natural Armor. While unarmored, your AC is equal
Speed. Your base walking speed is 30 ft. to 12 + your Dexterity modifier.
Bite. Your unarmed strikes deal 1d4 piercing damage No Hands. You are unable to wield weapons or wear
on a hit. shields, and cannot use items which require
You can use Dexterity instead of Strength for the manipulation, including spellcasting foci, wands, tools,
attack and damage rolIs of your unarmed strikes. Your etc.
unarmed strikes count as a weapon with the Finesse Languages. You can speak, read, and write in
property for all effects which require it, such as Sneak Common.
Attack.
Blindsight. You have blindsight 60 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 119
Playing a Black Bear Blood Hawk
Black bears make excellent barbarians and fighters due
to their excellent ability score increases, but will have Small raptors with blood-red feathers which hunt in
trouble playing other classes. flocks.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Blood Hawk Traits
Blood hawks share the following racial traits.
Consider what effect granted your character superior
Creature Type. Beast
intelligence, and how that effect shaped your
Ability Score Increase. +1 Dexterity, +1 Wisdom.
character’s personality.
Alignment. Normally unintelligent beasts, most
Blink Dog blood hawks are neutral.
Size. Your size is small.
Canine creatures native to the feywild famous for their Speed. Your base walking speed is 10 ft.
ability to blink out of existence to attack foes and avoid Bite. Your unarmed strikes deal 1d4 slashing damage
injury. on a hit.
You can use Dexterity instead of Strength for the
Blink Dog Traits attack and damage rolIs of your unarmed strikes. Your
Blind dogs share the following racial traits. unarmed strikes count as a weapon with the Finesse
Creature Type. Fey property for all effects which require it, such as Sneak
Ability Score Increase. +2 Dexterity. Attack.
Alignment. Noble and just, most blink dogs are No Hands. You are unable to wield weapons or wear
lawful good. shields, and cannot use items which require
Size. Your size is medium. manipulation, including spellcasting foci, wands, tools,
Speed. Your base walking speed is 40 ft. etc.
Bite. Your unarmed strikes deal 1d6 piercing damage Pack Tactics. As a bonus action you may take
on a hit. advantage of the presence of your allies. You gain
Keen Hearing and Smell. You have advantage on Advantage on the next attack roll you make this turn
Wisdom (Perception) checks that rely on hearing or against a creature if at least one of your allies is within
smell. 5 feet of the creature and the ally isn’t incapacitated.
No Hands. You are unable to wield weapons or wear Flight. You have a flying speed of 50 feet. To use this
shields, and cannot use items which require speed, you can’t be wearing medium or heavy armor.
manipulation, including spellcasting foci, wands, tools, Keen Sight. You have advantage on Wisdom
etc. (Perception) checks that rely on sight.
Teleport. As a bonus action, you may teleport Languages. You can speak, read, and write in
yourself and any equipment you are carrying or Common.
wearing to an unoccupied space within 40 ft. that you
can see. Playing a Blood Hawk
After you use this ability, you can't use it again until Blood hawks are nimble and wise, making them
you complete a short or long rest. excellent rangers. Pack Tactics is extremely useful for
Languages. You can understand, read, and write in rogues, especially when combined with flight.
Sylvan. You can speak, read, and write in Blink Dog, but Like many other creatures, being awakened has a
may not speak any other languages. great deal of influence of your character’s personality.
Consider what effect granted your character superior
Playing a Blink Dog intelligence, and how that effect shaped your
Blink dogs are nimble and have the ability to teleport, character’s personality.
allowing them to quickly move into melee combat.
Consider classes like fighter, ranger, and rogue which Boar
can take advantage of these capabilities.
Blink dogs receive little detail in the monster manual, Omnivores resembling large hairy pigs with sharp
so their personality is poorly defined and it is difficult tusks.
to suggest what might motivate a blink dog to take up
a life of adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 120
Boar Traits Creature Type. Beast
Boars share the following racial traits. Ability Score Increase. +1 Strength, +1 Constitution.
Creature Type. Beast Alignment. Normally unintelligent beasts, most
Ability Score Increase. +1 Strength. camels are neutral.
Alignment. Normally unintelligent beasts, most Size. Your size is medium.
boars are neutral. Speed. Your base walking speed is 50 ft.
Size. Your size is medium. Bite. Your unarmed strikes deal 1d4 slashing damage
Speed. Your base walking speed is 40 ft. on a hit.
Charge. Once per turn, if you move at least 15 feet No Hands. You are unable to wield weapons or wear
toward a creature and hit it with a Strength-based shields, and cannot use items which require
melee weapon attack, the target takes an extra 1d6 manipulation, including spellcasting foci, wands, tools,
damage from the attack. This damage increases to 2d6 etc.
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Languages. You can speak, read, and write in
Natural Armor. While unarmored, your AC is equal Common.
to 11 + your Dexterity modifier.
No Hands. You are unable to wield weapons or wear Playing a Camel
shields, and cannot use items which require With the camel’s impressive speed, consider serving as
manipulation, including spellcasting foci, wands, tools, a willing mount for your party members. With no
etc. hands and weak natural weapons, consider classes
Relentless. When you are reduced to 0 hit points but which will compensate for your lack of offensive
not killed outright, you can drop to 1 hit point instead. options like Monk.
You can’t use this feature again until you finish a long
rest.
Cat
Tusk. Your unarmed strikes deal 1d6 slashing Small, quadrupedal predators frequently domesticated
damage on a hit. for their ability to hunt pests.
Languages. You can speak, read, and write in
Common. Cat Traits
Cat share the following racial traits.
Playing a Boar Creature Type. Beast
Boars are strong, fast, and good at charging. Pick Ability Score Increase. +2 Dexterity.
classes which support hit-and-run tactics to capitalize Alignment. Normally unintelligent beasts, most cats
on the bonus damage from Charge. are neutral.
Like many other creatures, being awakened has a Size. Your size is small.
great deal of influence of your character’s personality. Speed. Your base walking speed is 40 ft. You have a
Consider what effect granted your character superior climb speed of 30 ft.
intelligence, and how that effect shaped your Bite. Your unarmed strikes deal 1d4 slashing damage
character’s personality. on a hit.
You can use Dexterity instead of Strength for the
Brown Bear attack and damage rolIs of your unarmed strikes. Your
Larger and more aggressive than the black bear. unarmed strikes count as a weapon with the Finesse
See the traits listed under “Black Bear”, earlier in this property for all effects which require it, such as Sneak
section. Attack.
No Hands. You are unable to wield weapons or wear
Camel shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Quadrupedal herd animals famous for the large humps etc.
on their backs and for their ability to survive extended Languages. You can speak, read, and write in
periods without water. Common.
Camel Traits
Camel share the following racial traits.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 121
Playing a Cat Like many other creatures, being awakened has a
With good movement speed and high dexterity, cats great deal of influence of your character’s personality.
make natural rogues. However, their poor natural Consider what effect granted your character superior
weapons and lack of hands make them fairly weak intelligence, and how that effect shaped your
without a damage boost like Sneak Attack. character’s personality.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Crab
Consider what effect granted your character superior Clawed crustaceans valued for their succulent meat.
intelligence, and how that effect shaped your
character’s personality. Crab Traits
Crab share the following racial traits.
Constrictor Snake Creature Type. Beast
Large snakes that kill prey by crushing and strangling Ability Score Increase. None.
them in the snake’s heavy coils. Alignment. Normally unintelligent beasts, most
crabs are neutral.
Constrictor Snake Traits Size. Your size is small.
Constrictor snakes share the following racial traits. Speed. Your base walking speed is 25 ft. You have a
Creature Type. Beast swim speed of 20 ft.
Ability Score Increase. +1 Strength, +1 Dexterity. Blindsight. You have blindsight 60 ft.
Alignment. Normally unintelligent beasts, most Claw. Your unarmed strikes deal 1d4 slashing
constrictor snakes are neutral. damage on a hit.
Size. Your size is medium. Natural Armor. While unarmored, your AC is equal
Speed. Your base walking speed is 30 ft. to 11 + your Dexterity modifier.
Bite and Constrict. You are proficient with your No Hands. You are unable to wield weapons or wear
unarmed strikes, and may attack with a bite or with a shields, and cannot use items which require
constrict attack. manipulation, including spellcasting foci, wands, tools,
When you attack with a bite, your unarmed strikes etc.
deal 1d8 slashing damage on a hit. Languages. You can speak, read, and write in
When you constrict, your unarmed strikes deal 1d8 Common.
bludgeoning damage on a hit. When you take the
Attack action and make a constrict attack, you can use Playing a Crab
a bonus action to initiate a grapple with the target of The crab is only useful for its blindsight. Its poor armor,
your successful unarmed strike. You may grapple even weak natural weapons, and lack of ability increases
though you have no hands. make it wholly unthreatening.
Blindsight. You have blindsight 10 ft. Like many other creatures, being awakened has a
Serpentine Body. You have no arms or hands. You great deal of influence of your character’s personality.
are unable to wield weapons or wear shields, and Consider what effect granted your character superior
cannot use items which require manipulation, including intelligence, and how that effect shaped your
spellcasting foci, wands, tools, etc. You are unable to character’s personality.
wear armor.
Languages. You can speak, read, and write in
Crocodile
Common. Aquatic predators that emerge from murky pools to
ambush their prey.
Playing a Constrictor Snake
Constrictor snakes have good physical ability scores, Crocodile Traits
decent movement options, and a powerful grapple Crocodiles share the following racial traits.
ability on their natural weapons. Consider classes Creature Type. Beast
which work well in melee like barbarian, fighter, and Ability Score Increase. +2 Strength.
monk. Use your blindsight to ambush hidden or Alignment. Normally unintelligent beasts, most
invisible foes and grapple them to keep them from crocodiles are neutral.
fleeing. Size. Your size is medium.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 122
Speed. Your base walking speed is 20 ft. You have a Languages. You can speak, read, and write in
swim speed of 30 ft. Common.
Bite. Your unarmed strikes deal 1d8 piercing damage
on a hit. Playing a Death Dog
When you take the Attack action and make an Death dogs are similar to many beasts, but notable
unarmed strike, you can use a bonus action to initiate a have two heads. This provides several defensive
grapple with the target of your successful unarmed benefits, making the death dog resistant to many
strike. debilitating conditions and difficult to survive.
Natural Armor. While unarmored, your AC is equal Like many other creatures, being awakened has a
to 12 + your Dexterity modifier. great deal of influence of your character’s personality.
Languages. You can speak, read, and write in Consider what effect granted your character superior
Common. intelligence, and how that effect shaped your
character’s personality.
Playing a Crocodile
Strong ambush grapplers, unfortunately the crocodile’s Deer
natural hunting methods don’t cater well to a life of Quadrupedal herbivores native to several continents.
adventuring. You will need to adapt to hunting prey
outside of the crocodile’s natural habitat. Deer Traits
Like many other creatures, being awakened has a Deer share the following racial traits.
great deal of influence of your character’s personality. Creature Type. Beast
Consider what effect granted your character superior Ability Score Increase. +2 Dexterity, +1 Wisdom.
intelligence, and how that effect shaped your Alignment. Normally unintelligent beasts, most deer
character’s personality. are neutral.
Size. Your size is medium.
Death Dog Speed. Your base walking speed is 50 ft.
Evil, two-headed canine monstrosities with a taste for Gore. Your unarmed strikes deal 1d4 piercing
humanoid flesh. damage on a hit.
No Hands. You are unable to wield weapons or wear
Death Dog Traits shields, and cannot use items which require
Death Dogs share the following racial traits. manipulation, including spellcasting foci, wands, tools,
Creature Type. Monstrosity etc.
Ability Score Increase. +1 Strength, +1 Constitution. Languages. You can speak, read, and write in
Alignment. Evil creatures with a taste for human Common.
flash, most death dogs are neutral evil
Size. Your size is medium. Playing a Deer
Speed. Your base walking speed is 40 ft. The deer’s ability scores make it an excellent Druid,
Bite. Your unarmed strikes deal 1d6 piercing damage Monk, or Ranger. However, its weak weapons and lack
on a hit. of special traits make it extremely weak compared to
No Hands. You are unable to wield weapons or wear other races.
shields, and cannot use items which require Like many other creatures, being awakened has a
manipulation, including spellcasting foci, wands, tools, great deal of influence of your character’s personality.
etc. Consider what effect granted your character superior
Superior Darkvision. You can see in dim light within intelligence, and how that effect shaped your
120 feet of you as if it were bright light, and in character’s personality.
darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray. Dire Wolf
Two Heads. While both of your heads are awake, Larger and more primitive looking than the common
you have advantage on Wisdom (Perception) checks wolf.
and on saving throws against being blinded, charmed, See the traits listed under “Wolf”, later in this
deafened, frightened, stunned, and knocked section.
unconscious.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 123
Draft Horse Elephant Traits
Elephants share the following racial traits.
Larger and stronger than ponies, draft horses are bread Creature Type. Beast
for pulling large objects and other forms of labor. Ability Score Increase. +2 Strength, +2 Constitution.
See the traits listed under “Pony”, later in this Alignment. Normally unintelligent beasts, most
section. elephants are neutral.
Size. Your size is medium.
Eagle Speed. Your base walking speed is 35 ft.
Large raptors, eagles are native to many continents. Gore and Stomp. Your unarmed strikes deal 1d8
piercing damage or bludgeoning damage on a hit.
Eagle Traits Natural Armor. While unarmored, your AC is equal
Eagles share the following racial traits. to 13 + your Dexterity modifier.
Creature Type. Beast No Hands. You are unable to wield weapons or wear
Ability Score Increase. +1 Dexterity, +1 Wisdom. shields, and cannot use items which require
Alignment. Normally unintelligent beasts, most manipulation, including spellcasting foci, wands, tools,
eagles are neutral. etc.
Size. Your size is small. Trampling Charge. If you move at least 15 feet
Speed. Your base walking speed is 10 ft. straight toward a creature then hit it with an unarmed
Flight. You have a flying speed of 60 feet. To use this strike on the same turn, you may attempt to shove the
speed, you can’t be wearing medium or heavy armor. target prone as a bonus action (see “Shoving a
Keen Sight. You have advantage on Wisdom Creature”, page 195 of the Player’s Handbook).
(Perception) checks that rely on sight. Languages. You can speak, read, and write in
No Hands. You are unable to wield weapons or wear Common.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, Playing an Elephant
etc. Strong, durable, and fast, elephants are powerful
Talons. Your unarmed strikes deal 1d4 piercing chargers. Consider classes like barbarian and fighter
damage on a hit. which can survive running into and out of melee to
You can use Dexterity instead of Strength for the take advantage of Trampling Charge.
attack and damage rolIs of your unarmed strikes. Your Like many other creatures, being awakened has a
unarmed strikes count as a weapon with the Finesse great deal of influence of your character’s personality.
property for all effects which require it, such as Sneak Consider what effect granted your character superior
Attack. intelligence, and how that effect shaped your
Languages. You can speak, read, and write in character’s personality.
Common.
Elk
Playing an Eagle Large, horned quadrupeds resembling enormous deer.
The eagle is fast and nimble, but otherwise weak.
Consider classes like druid and ranger which take Elk Traits
advantage of the eagle’s ability increases and mobility. Elks share the following racial traits.
Like many other creatures, being awakened has a Creature Type. Beast
great deal of influence of your character’s personality. Ability Score Increase. +1 Strength.
Consider what effect granted your character superior Alignment. Normally unintelligent beasts, most elk
intelligence, and how that effect shaped your are neutral.
character’s personality. Size. Your size is medium.
Speed. Your base walking speed is 50 ft.
Elephant Charge. Once per turn, if you move at least 15 feet
Enormous land-dwelling herbivores with huge tusks, toward a creature and hit it with a Strength-based
and long prehensile trunks. melee weapon attack, the target takes an extra 1d6
damage from the attack. This damage increases to 2d6
at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 124
Hooves and Ram. Your unarmed strikes deal 1d8 Languages. You can speak, read, and write in
bludgeoning damage on a hit. Common.
Knockdown. If you move at least 15 feet straight
toward a creature then hit it with an unarmed strike on Playing a Flying Snake
the same turn, you may attempt to shove the target Flying snakes are mobile, dexterous, and have
prone as a bonus action (see “Shoving a Creature”, blindsight. As such, they do well in any class that
page 195 of the Player’s Handbook). emphasizes stealth, including monk, ranger, and rogue.
No Hands. You are unable to wield weapons or wear However, with no ability to wear armor or use shields
shields, and cannot use items which require and with no natural armor they have problems raising
manipulation, including spellcasting foci, wands, tools, their armor class.
etc. Like many other creatures, being awakened has a
Languages. You can speak, read, and write in great deal of influence of your character’s personality.
Common. Consider what effect granted your character superior
intelligence, and how that effect shaped your
Playing an Elk character’s personality.
Strong and fast, elk excel at charging. Use hit-and-run
tactics to capitalize on your Charge and Knockdown Frog
traits. Amphibious creatures native to a wide variety of
Like many other creatures, being awakened has a climates.
great deal of influence of your character’s personality.
Consider what effect granted your character superior Frog Traits
intelligence, and how that effect shaped your Frogs share the following racial traits.
character’s personality. Creature Type. Beast
Ability Score Increase. +1 Dexterity.
Flying Snake Alignment. Normally unintelligent beasts, most frogs
Brightly colored, winged serpents. are neutral.
Size. Your size is tiny.
Flying Snake Traits Speed. Your base walking speed is 20 ft. You have a
Flying snakes share the following racial traits. swim speed of 20 ft.
Creature Type. Beast Amphibious. You can breathe air and water.
Ability Score Increase. +2 Dexterity. Limited Darkvision. You can see in dim light within
Alignment. Normally unintelligent beasts, most 30 feet of you as if it were bright light, and in darkness
flying snakes are neutral. as if it were dim light. You can’t discern color in
Size. Your size is small. darkness, only shades of gray.
Speed. Your base walking speed is 30 ft. You have a No Hands. You are unable to wield weapons or wear
swim speed of 30 ft. shields, and cannot use items which require
Bite. Your unarmed strikes deal 1d4 piercing damage manipulation, including spellcasting foci, wands, tools,
and 1d4 poison damage on a hit. etc.
You can use Dexterity instead of Strength for the Standing Leap. Your long jump is up to 30 feet and
attack and damage rolIs of your unarmed strikes. Your your high jump is up to 15 feet, with or without a
unarmed strikes count as a weapon with the Finesse running start.
property for all effects which require it, such as Sneak Languages. You can speak, read, and write in
Attack. Common.
Blindsight. You have blindsight 10 ft.
Flight. You have a flying speed of 30 feet. To use this Playing a Frog
speed, you can’t be wearing medium or heavy armor. Frogs are too weak to be reasonably played as a player
Serpentine Body. You have no arms or hands. You character. They lack any form of attack, and with no
are unable to wield weapons or wear shields, and ability to hold spellcasting foci or use somatic
cannot use items which require manipulation, including components they are unable to cast most spells.
spellcasting foci, wands, tools, etc. You are unable to Like many other creatures, being awakened has a
wear armor. great deal of influence of your character’s personality.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 125
Consider what effect granted your character superior Alignment. Normally unintelligent beasts, most giant
intelligence, and how that effect shaped your bats are neutral.
character’s personality. Size. Your size is medium.
Speed. Your base walking speed is 10 ft.
Giant Ape Bite. Your unarmed strikes deal 1d8 piercing damage
Larger and stronger than normal apes. on a hit.
See the traits listed under “Ape”, earlier in this You can use Dexterity instead of Strength for the
section. attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse
Giant Badger property for all effects which require it, such as Sneak
Attack.
Enormous omnivorous mammals that live in burrows. Blindsight. You have blindsight 60 ft.
Echolocation. You can’t use your blindsight while
Giant Badger Traits deafened.
Giant badgers share the following racial traits. Flight. You have a flying speed of 40 feet. To use this
Creature Type. Beast speed, you can’t be wearing medium or heavy armor.
Ability Score Increase. +2 Strength, +2 Constitution. Keen Hearing. You have advantage on Wisdom
Alignment. Normally unintelligent beasts, most giant (Perception) checks that rely on hearing.
badgers are neutral. No Hands. You are unable to wield weapons or wear
Size. Your size is medium. shields, and cannot use items which require
Speed. Your base walking speed is 30 ft. You have a manipulation, including spellcasting foci, wands, tools,
burrow speed of 10 ft. etc.
Bite and Claw. Your unarmed strikes deal 1d8 Languages. You can speak, read, and write in
piercing damage or 1d8 slashing damage on a hit. Common.
Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell. Playing a Giant Bat
Limited Darkvision. You can see in dim light within Giant bats have good physical ability scores, and with
30 feet of you as if it were bright light, and in darkness blindsight and flight are able to move around quickly in
as if it were dim light. You can’t discern color in the dark. Consider classes which perform well in
darkness, only shades of gray. darkness like rogue.
Languages. You can speak, read, and write in Like many other creatures, being awakened has a
Common. great deal of influence of your character’s personality.
Consider what effect granted your character superior
Playing a Giant Badger intelligence, and how that effect shaped your
Giant badgers tough, and have a burrow speed. character’s personality.
However, they’re not very strong and lack natural
armor. Consider classes which will keep you alive like Giant Boar
barbarian or fighter.
Like many other creatures, being awakened has a A larger version of the common boar.
great deal of influence of your character’s personality. See the traits listed under “Boar”, earlier in this
Consider what effect granted your character superior section.
intelligence, and how that effect shaped your
character’s personality.
Giant Centipede
Enormous bugs with numerous legs.
Giant Bat
Enormous cave-dwelling creatures with leathery wings. Giant Centipede Traits
Giant centipedes share the following racial traits.
Giant Bat Traits Creature Type. Beast
Giant bats share the following racial traits. Ability Score Increase. +1 Dexterity.
Creature Type. Beast Alignment. Normally unintelligent beasts, most giant
Ability Score Increase. +1 Strength, +1 Dexterity. centipedes are neutral.
Size. Your size is small.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 126
Speed. Your base walking speed is 30 ft. You have a Claw. Your unarmed strikes deal 1d6 piercing
climb speed of 30 ft. damage a on a hit.
Bite. Your unarmed strikes deal 1d4 piercing damage You can use Dexterity instead of Strength for the
and 1d4 poison damage on a hit. attack and damage rolIs of your unarmed strikes. Your
You can use Dexterity instead of Strength for the unarmed strikes count as a weapon with the Finesse
attack and damage rolIs of your unarmed strikes. Your property for all effects which require it, such as Sneak
unarmed strikes count as a weapon with the Finesse Attack.
property for all effects which require it, such as Sneak Natural Armor. While unarmored, your AC is equal
Attack. to 13 + your Dexterity modifier.
Blindsight. You have blindsight 60 ft. No Hands. You are unable to wield weapons or wear
Natural Armor. While unarmored, your AC is equal shields, and cannot use items which require
to 11 + your Dexterity modifier. manipulation, including spellcasting foci, wands, tools,
No Hands. You are unable to wield weapons or wear etc.
shields, and cannot use items which require Languages. You can speak, read, and write in
manipulation, including spellcasting foci, wands, tools, Common.
etc.
Languages. You can speak, read, and write in Playing a Giant Crab
Common. Giant crabs are quick and have natural armor and blind
sight. This combination of mobility, durability, and
Playing a Giant Centipede senses makes them excellent stealth characters, either
Giant centipedes are nimble and quick, and have as a monk, a ranger, or a rogue.
excellent blindsight, allowing them to thrive in Like many other creatures, being awakened has a
darkness. Consider classes like monk, ranger, and great deal of influence of your character’s personality.
rogue which perform well while being stealthy. Consider what effect granted your character superior
Like many other creatures, being awakened has a intelligence, and how that effect shaped your
great deal of influence of your character’s personality. character’s personality.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Giant Crocodile
character’s personality. Truly massive lizards that dwell in warm, murky waters.
See the traits listed under “Crocodile”, earlier in this
Giant Constrictor Snake section.
Larger still than the already immense constrictor snake.
See the traits listed under “Constrictor Snake”, Giant Eagle
earlier in this section. Enormous raptors strong enough to carry off full grown
humans. Unlike most beasts, giants are intelligent.
Giant Crab
Enormous crustaceans capable of grasping a full-grown Giant Eagle Traits
human in their claws. Giant eagles share the following racial traits.
Creature Type. Beast
Giant Crab Traits Ability Score Increase. +1 Strength, +1 Dexterity.
Giant crabs share the following racial traits. Alignment. One of few naturally intelligent beasts,
Creature Type. Beast most giant eagles are neutral good.
Ability Score Increase. +1 Dexterity. Size. Your size is medium.
Alignment. Normally unintelligent beasts, most giant Speed. Your base walking speed is 10 ft.
crabs are neutral. Flight. You have a flying speed of 60 feet. To use this
Size. Your size is medium. speed, you can’t be wearing medium or heavy armor.
Speed. Your base walking speed is 30 ft. You have a Keen Sight. You have advantage on Wisdom
swim speed of 30 ft. (Perception) checks that rely on sight.
Blindsight. You have blindsight 30 ft. No Hands. You are unable to wield weapons or wear
Amphibious. You can breathe air and water. shields, and cannot use items which require

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 127
manipulation, including spellcasting foci, wands, tools, manipulation, including spellcasting foci, wands, tools,
etc. etc.
Talons. Your unarmed strikes deal 1d8 piercing Languages. You can speak, read, and write in
damage on a hit. Common.
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your Playing a Giant Fire Beetle
unarmed strikes count as a weapon with the Finesse Giant fire beetles are durable, but their illumination
property for all effects which require it, such as Sneak makes them an easy target. Blindsight allows them to
Attack. operate in darkness, but since they glow they’re unable
Languages. You can speak, read, and write in Giant to use mundane darkness to their advantage. Consider
Eagle. You can understand, read, and write in Common classes like barbarian or fighter which are capable of
and Auran, but can’t speak any language except Giant surviving drawing a lot of attacks.
Eagle. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Playing a Giant Eagle Consider what effect granted your character superior
Giant eagles are both strong and nimble, giving them intelligence, and how that effect shaped your
numerous class options. Consider classes which do well character’s personality.
in melee like barbarian and fighter, but don’t ignore
classes like ranger or rogue just because they lack the Giant Frog
sheer martial might of other classes. Enormous amphibians that prey on nearly anything
Giant eagles are described as noble, and are among they can swallow.
few naturally intelligent beasts. With little information
provided on giant eagle culture and personality, you’ll Giant Frog Traits
need to fill in the gaps. Giant frogs share the following racial traits.
Creature Type. Beast
Giant Elk Ability Score Increase. +2 Strength, +1 Dexterity.
Horned herd animals the size of elephants. Alignment. Normally unintelligent beasts, most giant
See the traits listed under “Elk”, earlier in this frogs are neutral.
section. Size. Your size is medium.
Speed. Your base walking speed is 30 ft. and you
Giant Fire Beetle have a swim speed of 30 ft.
Nocturnal insects the size of dogs known for their Amphibious. You can breathe air and water.
glowing glands. Bite. Your unarmed strikes deal 1d8 piercing damage
a on a hit.
Giant Fire Beetle Traits You can use Dexterity instead of Strength for the
Giant fire beetles share the following racial traits. attack and damage rolIs of your unarmed strikes. Your
Creature Type. Beast unarmed strikes count as a weapon with the Finesse
Ability Score Increase. +1 Constitution. property for all effects which require it, such as Sneak
Alignment. Normally unintelligent beasts, most giant Attack.
fire beetles are neutral. When you take the Attack action and make an
Size. Your size is small. unarmed strike, you can use a bonus action to initiate a
Speed. Your base walking speed is 30 ft. grapple with the target of your successful unarmed
Bite. Your unarmed strikes deal 1d6 slashing damage strike.
on a hit. No Hands. You are unable to wield weapons or wear
Blindsight. You have blindsight 30 ft. shields, and cannot use items which require
Illumination. You shed bright light in a 10-foot radius manipulation, including spellcasting foci, wands, tools,
and dim light for an additional 10 feet. etc.
Natural Armor. While unarmored, your AC is equal Languages. You can speak, read, and write in
to 13 + your Dexterity modifier. Common.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 128
Playing a Giant Frogs intelligence, and how that effect shaped your
Giant frogs are strong and nimble, but lack natural character’s personality.
armor. Either wear manufactured armor, or consider
classes like barbarian and monk with offer other Giant Hyena
options to raise your armor class. Larger and even more vicious than their smaller
Like many other creatures, being awakened has a cousins.
great deal of influence of your character’s personality.
Consider what effect granted your character superior Giant Hyena Traits
intelligence, and how that effect shaped your Giant hyenas share the following racial traits.
character’s personality. Creature Type. Beast
Ability Score Increase. +2 Strength, +1 Constitution.
Giant Goat Alignment. Normally unintelligent beasts, most giant
Enormous quadrupeds native to mountainous hyenas are neutral.
environments, and are known for their grand, curved Size. Your size is medium.
horns. Speed. Your base walking speed is 30 ft.
Bite. Your unarmed strikes deal 1d8 piercing damage
Giant Goat Traits on a hit.
Giant goats share the following racial traits. No Hands. You are unable to wield weapons or wear
Creature Type. Beast shields, and cannot use items which require
Ability Score Increase. +2 Strength, +1 Wisdom. manipulation, including spellcasting foci, wands, tools,
Alignment. Normally unintelligent beasts, most giant etc.
goats are neutral. Rampage. When you reduce a creature to 0 hit
Size. Your size is medium. points with a melee attack on your turn, you can take a
Speed. Your base walking speed is 40 ft. bonus action to move up to half your speed and make
Charge. Once per turn, if you move at least 15 feet a bite attack.
toward a creature and hit it with a Strength-based Languages. You can speak, read, and write in
melee weapon attack, the target takes an extra 1d6 Common.
damage from the attack. This damage increases to 2d6
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Playing a Giant Hyena
Natural Armor. While unarmored, your AC is equal Strong and tough, hyenas make excellent barbarians
to 11 + your Dexterity modifier. and fighters. Rampage provides an easy way to get an
No Hands. You are unable to wield weapons or wear extra attack, so try to focus on eliminating weak but
shields, and cannot use items which require numerous foes to thin their numbers quickly.
manipulation, including spellcasting foci, wands, tools, Like many other creatures, being awakened has a
etc. great deal of influence of your character’s personality.
Ram. Your unarmed strikes deal 1d8 bludgeoning Consider what effect granted your character superior
damage a on a hit. intelligence, and how that effect shaped your
Sure-Footed. You have advantage on Strength and character’s personality.
Dexterity saving throws made against effects that
would knock you prone.
Giant Lizard
Languages. You can speak, read, and write in Enormous reptiles as large as horses, they dwell in a
Common. variety of warm climates.

Playing a Giant Goat Giant Lizard Traits


Giant goats are strong and wise, making them excellent Giant lizards share the following racial traits.
druids, fighters, monks, and rangers. Their natural Creature Type. Beast
armor is poor, so consider wearing manufactured Ability Score Increase. +2 Strength, +1 Constitution.
armor. Alignment. Normally unintelligent beasts, most giant
Like many other creatures, being awakened has a lizards are neutral.
great deal of influence of your character’s personality. Size. Your size is medium.
Consider what effect granted your character superior

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 129
Bite. Your unarmed strikes deal 1d8 piercing damage Amorphous. Your body is not completely rigid, and
on a hit. your limbs often fluctuate in size and shape as you
Natural Armor. While unarmored, your AC is equal move. You can move through a space as narrow as 1
to 11 + your Dexterity modifier. inch wide without squeezing. You are unable to wear
No Hands. You are unable to wield weapons or wear armor.
shields, and cannot use items which require Camouflage. You have advantage on Dexterity
manipulation, including spellcasting foci, wands, tools, (Stealth) checks made while underwater.
etc. Darkvision. You can see in dim light within 60 feet of
Languages. You can speak, read, and write in you as if it were bright light, and in darkness as if it
Common. were dim light. You can’t discern color in darkness, only
shades of gray.
Gecko
Hold Breath. You can hold your breath for 1 hour.
Speed. Your base walking speed is 30 ft. You have a
Ink Cloud. A 20-foot radius cloud of ink extends all
climb speed of 30 ft.
around you if you are underwater. The area is heavily
Spider Climb. You can climb difficult surfaces,
obscured for 1 minute, although a significant current
including upside down on ceilings, without needing to
can disperse the ink. Immediately after releasing the
make an ability check.
ink, you can use the Dash action as a bonus action.
Iguana After you use this ability, you can't use it again until
Speed. Your base walking speed is 40 ft. You have a you complete a short or long rest.
climb speed of 30 ft. No Hands. You are unable to wield weapons or wear
shields. However, your tentacles are nimble enough to
Salamander
manipulate and use most other objects.
Hold Breath. You can hold your breath for 15
Tentacles. Your unarmed strikes deal 1d8
minutes.
bludgeoning damage on a hit.
Speed. Your base walking speed is 30 ft. You have a
Water Breathing. You can breathe only underwater.
climb speed of 30 ft. and a swim speed of 30 ft.
Languages. You can speak, read, and write in
Playing a Giant Lizard Common.
Strong and quick, giant lizard make excellent
Playing a Giant Octopus
barbarians and fighters. The three versions of the giant
Octopi are interesting beasts. Clever, inventive, and
lizard offer you options to suit the environment in
intelligent enough to use simple tools. They can
which your campaign will primarily take place.
squeeze through small spaces, and are dangerous
Like many other creatures, being awakened has a
grapplers. However, their inability to wear armor
great deal of influence of your character’s personality.
makes them vulnerable in extended combat. Consider
Consider what effect granted your character superior
classes which provide alternatives to manufactured
intelligence, and how that effect shaped your
armor like barbarian and monk.
character’s personality.
Like many other creatures, being awakened has a
Giant Octopus great deal of influence of your character’s personality.
Consider what effect granted your character superior
Enormous aquatic creatures with soft bodies and intelligence, and how that effect shaped your
incredibly powerful tentacles. character’s personality.

Giant Octopus Traits Giant Owl


Giant octopi share the following racial traits.
Enormous, nocturnal birds of prey known for their
Creature Type. Beast
near-silent flight despite their immense size.
Ability Score Increase. +2 Strength.
Alignment. Normally unintelligent beasts, most giant
Giant Owl Traits
octopi are neutral.
Giant owls share the following racial traits.
Size. Your size is medium.
Creature Type. Beast
Speed. Your base walking speed is 10 ft. You have a
Ability Score Increase. +1 Dexterity.
swim speed of 60 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 130
Alignment. Though they often befriend creatures Alignment. Normally unintelligent beasts, most giant
like fey or other chaotic-aligned forest creatures, most poisonous snakes are neutral.
owls are neutral. Size. Your size is medium.
Size. Your size is medium. Speed. Your base walking speed is 30 ft. You have a
Speed. Your base walking speed is 5 ft. swim speed of 30 ft.
Flight. You have a flying speed of 60 feet. To use this Bite. Your unarmed strikes deal 1d4 piercing damage
speed, you can’t be wearing medium or heavy armor. and 1d4 poison damage on a hit.
Flyby. You may perform the Disengage action as a You can use Dexterity instead of Strength for the
bonus action. attack and damage rolIs of your unarmed strikes. Your
Keen Hearing and Sight. You have advantage on unarmed strikes count as a weapon with the Finesse
Wisdom (Perception) checks that rely on hearing or property for all effects which require it, such as Sneak
sight. Attack.
No Hands. You are unable to wield weapons or wear Blindsight. You have blindsight 10 ft.
shields. However, your tentacles are nimble enough to Serpentine Body. You have no arms or hands. You
manipulate and use most other objects. are unable to wield weapons or wear shields, and
Superior Darkvision. You can see in dim light within cannot use items which require manipulation, including
120 feet of you as if it were bright light, and in spellcasting foci, wands, tools, etc. You are unable to
darkness as if it were dim light. You can’t discern color wear armor.
in darkness, only shades of gray. Languages. You can speak, read, and write in
Talons. Your unarmed strikes deal 1d8 piercing Common.
damage on a hit.
You can use Dexterity instead of Strength for the Playing a Giant Poisonous Snake
attack and damage rolIs of your unarmed strikes. Your With high Dexterity and blindsight, giant poisonous
unarmed strikes count as a weapon with the Finesse snakes are natural rogues. However, with no ability to
property for all effects which require it, such as Sneak wear armor and no natural armor you will need to be
Attack. very cautious about protecting yourself in combat.
Languages. You can speak, read, and write in Giant Consider classes like barbarian and monk which
Owl, but cannot speak other languages. You can provide alternatives to manufactured armor.
understand, read, and write in common, elvish, and Like many other creatures, being awakened has a
sylvan. great deal of influence of your character’s personality.
Consider what effect granted your character superior
Playing a Giant Owl intelligence, and how that effect shaped your
Fast and nimble with excellent Darkvision, giant owls character’s personality.
are excellent scouts, especially at night. Consider
classes which can take advantage of your mobility like Giant Rat
fighter or rogue. Oversized cousin of the omnipresent vermin, giant rats
Giant owls are one of very few naturally intelligent are more dangerous than their smaller relatives and
beasts. The Monster Manual doesn’t explore their are just likely to carry contagious diseases.
personality or society, so you’ll need to create those on
your own. Giant Rat Traits
Giant rats share the following racial traits.
Giant Poisonous Snake Creature Type. Beast
Enormous predators which hunt by biting and Ability Score Increase. +2 Dexterity.
poisoning their prey. Alignment. Normally unintelligent beasts, most giant
rats are neutral.
Giant Poisonous Snake Traits Size. Your size is small.
Giant poisonous snakes share the following racial Speed. Your base walking speed is 30 ft.
traits. Bite. Your unarmed strikes deal 1d4 piercing damage
Creature Type. Beast on a hit.
Ability Score Increase. +2 Dexterity. You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 131
unarmed strikes count as a weapon with the Finesse Natural Armor. While unarmored, your AC is equal
property for all effects which require it, such as Sneak to 12 + your Dexterity modifier.
Attack. No Hands. You are unable to wield weapons or wear
Keen Smell. You have advantage on Wisdom shields. However, your tentacles are nimble enough to
(Perception) checks that rely on smell. manipulate and use most other objects.
No Hands. You are unable to wield weapons or wear Languages. You can speak, read, and write in
shields. However, your tentacles are nimble enough to Common.
manipulate and use most other objects.
Pack Tactics. As a bonus action you may take Playing a Giant Scorpion
advantage of the presence of your allies. You gain A terrifying physical threat, the giant scorpion makes
Advantage on the next attack roll you make this turn an excellent barbarian or fighter. The scorpion’s claws
against a creature if at least one of your allies is within provide an easy way to grapple foes, keeping them in
5 feet of the creature and the ally isn’t incapacitated. place while you overpower them.
Languages. You can speak, read, and write in Like many other creatures, being awakened has a
Common. great deal of influence of your character’s personality.
Consider what effect granted your character superior
Playing a Giant Rat intelligence, and how that effect shaped your
High Dexterity and Pack Tactics can make the giant rat character’s personality.
a potent melee threat. However, with a weak natural
weapon you’ll need to look for ways to boost your Giant Sea Horse
damage output. Consider classes like Monk and Rogue Enormous fish with heads that resemble land-born
which offer damage boosts which can easily capitalize horses, giant sear horses occasionally serve as mounts
on Pack Tactics. for aquatic humanoids.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Giant Sea Horse Traits
Consider what effect granted your character superior Giant sea horses share the following racial traits.
intelligence, and how that effect shaped your Creature Type. Beast
character’s personality. Ability Score Increase. +1 Strength, +1 Dexterity.
Alignment. Normally unintelligent beasts, most giant
Giant Scorpion sea horses are neutral.
Enormous arachnids with crushing claws and a Size. Your size is medium.
poisonous sting. Speed. Your base walking speed is 0 ft. You have a
swim speed of 40 ft.
Giant Scorpion Traits Charge. Once per turn, if you move at least 15 feet
Giant scorpions share the following racial traits. toward a creature and hit it with a Strength-based
Creature Type. Beast melee weapon attack, the target takes an extra 1d6
Ability Score Increase. +1 Strength, +1 Constitution. damage from the attack. This damage increases to 2d6
Alignment. Normally unintelligent beasts, most giant at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
scorpions are neutral. Natural Armor. While unarmored, your AC is equal
Size. Your size is medium. to 11 + your Dexterity modifier.
Speed. Your base walking speed is 30 ft. No Hands. You are unable to wield weapons or wear
Blindsight. You have blindsight 30 ft. shields. However, your tentacles are nimble enough to
Claws and Sting. Your unarmed strikes deal 1d4 manipulate and use most other objects.
piercing damage and 1d4 poison damage on a hit with Ram. Your unarmed strikes deal 1d8 bludgeoning
your sting, or 1d8 damage with your claws. damage on a hit.
When you take the Attack action and make an You can use Dexterity instead of Strength for the
unarmed strike, you can use a bonus action to initiate a attack and damage rolIs of your unarmed strikes. Your
grapple with the target of your successful unarmed unarmed strikes count as a weapon with the Finesse
strike, provided that you made the attack with your property for all effects which require it, such as Sneak
claws. Attack.
Water Breathing. You can breathe only underwater.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 132
Languages. You can speak, read, and write in Spider Climb. You can climb difficult surfaces,
Common. including upside down on ceilings, without needing to
make an ability check.
Playing a Giant Sea Horse Web. You may shoot sticky webs from your body as
With increased Strength and Dexterity but no hands, a ranged weapon attack. This attack has 30/60 range.
the giant seahorse is a potent physical threat. Choose a On a hit, the creature is restrained by webbing. As an
class which can easily capitalize on the damage boost action, the restrained creature can make a Strength
from Charge, like barbarian or fighter. check against a DC equal to 8 + your proficiency bonus
Like many other creatures, being awakened has a + your Constitution bonus, escaping from the webbing
great deal of influence of your character’s personality. on a success. The effect ends if the webbing is
Consider what effect granted your character superior destroyed. The webbing has AC 10, 5 hit points,
intelligence, and how that effect shaped your resistance to bludgeoning damage, and immunity to
character’s personality. poison and psychic damage.
Web Walker. You ignore movement restrictions
Giant Shark caused by webbing.
Even larger than hunter sharks, giant sharks prey on Languages. You can speak, read, and write in
nearly anything that moves, including passing ships. Common.
See the traits listed under “Hunter Shark”, later in
this section. Playing a Giant Spider
Giant spiders are mobile and deadly. Spider Climb
Giant Spider allows you to easily traverse walls and ceilings,
allowing you to easily reach places normally
Arachnids as big as a full-grown human, giant spiders inaccessible to most creatures. Web provides a
catch prey in elaborate sticky webs. powerful means of immobilizing your foes while you
move in to attack them. Consider classes like
Giant Spider Traits barbarian, fighter, and rogue which fare well in melee
Giant spiders share the following racial traits. combat and which can take advantage of your ability to
Creature Type. Beast immobilize foes.
Ability Score Increase. +1 Strength, +2 Dexterity. Like many other creatures, being awakened has a
Alignment. Normally unintelligent beasts, most giant great deal of influence of your character’s personality.
spiders are neutral. Consider what effect granted your character superior
Size. Your size is medium. intelligence, and how that effect shaped your
Speed. Your base walking speed is 30 ft. and you character’s personality.
have a climb speed of 30 ft.
Bite. Your unarmed strikes deal 1d4 piercing damage Giant Toad
and 1d4 poison damage on a hit.
You can use Dexterity instead of Strength for the Amphibious predators the size of a horse.
attack and damage rolIs of your unarmed strikes. Your See the traits listed under “Giant Frog”, earlier in this
unarmed strikes count as a weapon with the Finesse section.
property for all effects which require it, such as Sneak
Attack.
Giant Vulture
Darkvision. You can see in dim light within 60 feet of Possessing greater intellect than many beasts, giant
you as if it were bright light, and in darkness as if it vultures are evil scavengers. While they feed mostly on
were dim light. You can’t discern color in darkness, only the bodies of the already dead, a hungry flock of
shades of gray. vultures will not hesitate to speed the process along.
Natural Armor. While unarmored, your AC is equal
to 11 + your Dexterity modifier. Giant Vulture Traits
No Hands. You are unable to wield weapons or wear Giant vultures share the following racial traits.
shields, and cannot use items which require Creature Type. Beast
manipulation, including spellcasting foci, wands, tools, Ability Score Increase. +1 Strength, +1 Constitution.
etc. Alignment. Giant vultures have no qualms about
killing and eating intelligent creatures, and will pursue

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 133
them for days to slowly watch them die. Most giant Speed. Your base walking speed is 10 ft.
vultures are neutral evil. Flight. You have a flying speed of 50 feet. To use this
Size. Your size is medium. speed, you can’t be wearing medium or heavy armor.
Speed. Your base walking speed is 10 ft. No Hands. You are unable to wield weapons or wear
Bite. Your unarmed strikes deal 1d8 piercing damage shields, and cannot use items which require
on a hit. manipulation, including spellcasting foci, wands, tools,
Can’t Speak. You are unable to speak, but are still etc.
able to read, write, and understand any languages Sting. Your unarmed strikes deal 1d4 piercing
which you know. You are unable to perform verbal damage and 1d4 poison damage on a hit.
spell components. You can use Dexterity instead of Strength for the
Flight. You have a flying speed of 40 feet. To use this attack and damage rolIs of your unarmed strikes. Your
speed, you can’t be wearing medium or heavy armor. unarmed strikes count as a weapon with the Finesse
Keen Sight and Smell. You have advantage on property for all effects which require it, such as Sneak
Wisdom (Perception) checks that rely on sight or smell. Attack.
No Hands. You are unable to wield weapons or wear Languages. You can speak, read, and write in
shields, and cannot use items which require Common.
manipulation, including spellcasting foci, wands, tools,
etc. Playing a Giant Wasp
Pack Tactics. As a bonus action you may take Flight and high Dexterity make the giant wasp an
advantage of the presence of your allies. You gain excellent rogue, but they may also work well as fighters
Advantage on the next attack roll you make this turn and rangers.
against a creature if at least one of your allies is within Like many other creatures, being awakened has a
5 feet of the creature and the ally isn’t incapacitated. great deal of influence of your character’s personality.
Languages. You can read and understand Common. Consider what effect granted your character superior
intelligence, and how that effect shaped your
Playing a Giant Vulture character’s personality.
Strong flyers with the advantage of Pack Tactics, giant
vultures are a potent physical threat if they have Giant Weasel
nearby allies. With Keen Sight and Smell, the ability to Enormous mammalian predators that feed on smaller
fly makes you an excellent scout. With no ability to use animals, especially rodents.
weapons, consider classes which excel in melee
combat like barbarian, monk, and ranger. Giant weasel Traits
Giant vultures are among very few naturally Giant weasels share the following racial traits.
intelligent beasts. They are deliberately cruel, and Creature Type. Beast
enjoy feeding on intelligent creatures. While they’re Ability Score Increase. +2 Dexterity.
not especially prone to cooperation, they may feel at Alignment. Normally unintelligent beasts, most giant
home in a party which has a tendency to kill a lot of weasels are neutral.
intelligent creatures. Size. Your size is medium.
Speed. Your base walking speed is 35 ft.
Giant Wasp Bite. Your unarmed strikes deal 1d6 slashing damage
Carnivorous insects as big as a full-grown human, giant on a hit.
wasps share their smaller cousins’ aggression and You can use Dexterity instead of Strength for the
poisonous sting. attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse
Giant Wasp Traits property for all effects which require it, such as Sneak
Giant wasps share the following racial traits. Attack.
Creature Type. Beast Darkvision. You can see in dim light within 60 feet of
Ability Score Increase. +2 Dexterity. you as if it were bright light, and in darkness as if it
Alignment. Normally unintelligent beasts, most giant were dim light. You can’t discern color in darkness, only
wasps are neutral. shades of gray.
Size. Your size is medium.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 134
Keen Hearing and Smell. You have advantage on Spider Climb. You can climb difficult surfaces,
Wisdom (Perception) checks that rely on hearing or including upside down on ceilings, without needing to
smell. make an ability check.
No Hands. You are unable to wield weapons or wear Web Walker. You ignore movement restrictions
shields, and cannot use items which require caused by webbing.
manipulation, including spellcasting foci, wands, tools, Languages. You can speak, read, and write in
etc. Common.
Languages. You can speak, read, and write in
Common. Playing a Giant Wolf Spider
Gian wolf spiders are faster than normal giant spiders,
Playing a Giant Weasel but lack their potent Web ability. Consider classes
Giant weasels are fast, nimble, and observant. They which can capitalize on your ability to get into combat
make excellent monks, rangers, and rogues, but lack quickly like Barbarian and Rogue.
options to succeed in most other classes. Like many other creatures, being awakened has a
Like many other creatures, being awakened has a great deal of influence of your character’s personality.
great deal of influence of your character’s personality. Consider what effect granted your character superior
Consider what effect granted your character superior intelligence, and how that effect shaped your
intelligence, and how that effect shaped your character’s personality.
character’s personality.
Goat
Giant Wolf Spider Smaller than their giant cousins, goats live in the same
Enormous arachnids that eat by hunting prey instead climates. Goats, due to their smaller size, are
of luring them into a web. frequently domesticated for meat and milk.
See the traits listed under “Giant Goat”, later in this
Giant Wolf Spider Traits section.
Giant wolf spiders share the following racial traits.
Creature Type. Beast Hawk
Ability Score Increase. +1 Strength, +1 Dexterity.
Small raptors that prey primarily on fish and small
Alignment. Normally unintelligent beasts, most giant
mammals.
wolf spiders are neutral.
Size. Your size is medium. Hawk Traits
Speed. Your base walking speed is 40 ft. and you Hawks share the following racial traits.
have a climb speed of 40 ft. Creature Type. Beast
Bite. Your unarmed strikes deal 1d4 piercing damage Ability Score Increase. +2 Dexterity, +1 Wisdom.
and 1d4 poison damage on a hit. Alignment. Normally unintelligent beasts, most
You can use Dexterity instead of Strength for the hawks are neutral.
attack and damage rolIs of your unarmed strikes. Your Size. Your size is tiny.
unarmed strikes count as a weapon with the Finesse Speed. Your base walking speed is 10 ft.
property for all effects which require it, such as Sneak Flight. You have a flying speed of 60 feet. To use this
Attack. speed, you can’t be wearing medium or heavy armor.
Darkvision. You can see in dim light within 60 feet of Keen Sight. You have advantage on Wisdom
you as if it were bright light, and in darkness as if it (Perception) checks that rely on sight.
were dim light. You can’t discern color in darkness, only No Hands. You are unable to wield weapons or wear
shades of gray. shields, and cannot use items which require
Natural Armor. While unarmored, your AC is equal manipulation, including spellcasting foci, wands, tools,
to 11 + your Dexterity modifier. etc.
No Hands. You are unable to wield weapons or wear Talons. Your unarmed strikes deal 1d4 slashing
shields, and cannot use items which require damage on a hit.
manipulation, including spellcasting foci, wands, tools, You can use Dexterity instead of Strength for the
etc. attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 135
property for all effects which require it, such as Sneak Like many other creatures, being awakened has a
Attack. great deal of influence of your character’s personality.
Languages. You can speak, read, and write in Consider what effect granted your character superior
Common. intelligence, and how that effect shaped your
character’s personality.
Playing a Hawk
Hawks are fast, nimble, and observant. They make Hyena
excellent rangers, though without hands they may
Vicious pack predators with a distinctive call that
have trouble casting some spells due to their inability
sounds like maniacal cackling.
to use spellcasting foci.
Like many other creatures, being awakened has a Hyena Traits
great deal of influence of your character’s personality. Hyenas share the following racial traits.
Consider what effect granted your character superior Creature Type. Beast
intelligence, and how that effect shaped your Ability Score Increase. +1 Strength, +1 Dexterity.
character’s personality. Alignment. Normally unintelligent beasts, most
hyenas are neutral.
Hunter Shark Size. Your size is medium.
Vicious aquatic predators drawn to the smell of blood. Speed. Your base walking speed is 50 ft.
Bite. Your unarmed strikes deal 1d6 slashing damage
Hunter Shark Traits on a hit.
Hunter sharks share the following racial traits. No Hands. You are unable to wield weapons or wear
Creature Type. Beast shields, and cannot use items which require
Ability Score Increase. +2 Strength, +1 Constitution. manipulation, including spellcasting foci, wands, tools,
Alignment. Normally unintelligent beasts, most etc.
hunting sharks are neutral. You can use Dexterity instead of Strength for the
Size. Your size is. attack and damage rolIs of your unarmed strikes. Your
Speed. Your base walking speed is 0 ft. You have a unarmed strikes count as a weapon with the Finesse
swim speed of 40 ft. property for all effects which require it, such as Sneak
Blindsight. You have blindsight 30 ft. Attack.
Blood Frenzy. The smell of fresh blood drives you Pack Tactics. As a bonus action you may take
into a vicious frenzy. When you make an Attack action advantage of the presence of your allies. You gain
and make a successful unarmed strike attack, you may Advantage on the next attack roll you make this turn
make another unarmed strike against the same target against a creature if at least one of your allies is within
as a bonus action. 5 feet of the creature and the ally isn’t incapacitated.
Bite. Your unarmed strikes deal 1d8 piercing damage Languages. You can speak, read, and write in
on a hit. Common.
Natural Armor. While unarmored, your AC is equal
to 11 + your Dexterity modifier. Playing a Hyena
No Hands. You are unable to wield weapons or wear Hyenas are very past, and Pack Tactics provides an
shields, and cannot use items which require excellent offensive option. However, their bite doesn’t
manipulation, including spellcasting foci, wands, tools, do a lot of damage and they’re not especially durable.
etc. Be sure to consider armor or a class that provides other
Water Breathing. You can breathe only underwater. AC sources like barbarian or monk.
Languages. You can speak, read, and write in Like many other creatures, being awakened has a
Common. great deal of influence of your character’s personality.
Consider what effect granted your character superior
Playing a Hunter Shark intelligence, and how that effect shaped your
Hunter sharks thrive in melee combat. Barbarian, character’s personality.
Fighter, and Ranger are all natural choices for a hunter
shark. Focus on larger targets to get as much damage Jackal
as possible out of Blood Frenzy. Small canines which hunt in packs.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 136
Jackal Traits Bite. Your unarmed strikes deal 1d8 slashing damage
Jackals share the following racial traits. on a hit.
Creature Type. Beast Blindsight. You have blindsight 60 ft.
Ability Score Increase. +2 Dexterity, +1 Wisdom. Echolocation. You can’t use your blindsight while
Alignment. Normally unintelligent beasts, most deafened.
jackals are neutral. Hold Breath. You can hold your breath for 30
Size. Your size is small. minutes.
Speed. Your base walking speed is 40 ft. No Hands. You are unable to wield weapons or wear
Bite. Your unarmed strikes deal 1d4 slashing damage shields, and cannot use items which require
on a hit. manipulation, including spellcasting foci, wands, tools,
You can use Dexterity instead of Strength for the etc.
attack and damage rolIs of your unarmed strikes. Your Languages. You can speak, read, and write in
unarmed strikes count as a weapon with the Finesse Common.
property for all effects which require it, such as Sneak
Attack. Playing a Killer Whale
No Hands. You are unable to wield weapons or wear Kill whales are strong, fast swimmers. Blindsight allows
shields, and cannot use items which require them to fight effectively in deep water, but also allows
manipulation, including spellcasting foci, wands, tools, them to face invisible foes effectively. Consider classes
etc. which can capitalize on your strength and your strong
Pack Tactics. As a bonus action you may take bite attack.
advantage of the presence of your allies. You gain Like many other creatures, being awakened has a
Advantage on the next attack roll you make this turn great deal of influence of your character’s personality.
against a creature if at least one of your allies is within Consider what effect granted your character superior
5 feet of the creature and the ally isn’t incapacitated. intelligence, and how that effect shaped your
Languages. You can speak, read, and write in character’s personality.
Common.
Lion
Playing a Jackal Fierce pack predators that dwell in temperate
Small and agile, jackals make excellent rangers and grasslands. Known for their noble stature and the
rogues. Look for other sources of damage to iconic manes of their males.
supplement your weak natural weapons, such as Sneak
Attack or Hunter’s mark. Lion Traits
Like many other creatures, being awakened has a Lions share the following racial traits.
great deal of influence of your character’s personality. Creature Type. Beast
Consider what effect granted your character superior Ability Score Increase. +1 Strength.
intelligence, and how that effect shaped your Alignment. Normally unintelligent beasts, most lions
character’s personality. are neutral.
Size. Your size is medium.
Killer Whale Speed. Your base walking speed is 50 ft.
Enormous, aquatic mammals, they are highly Bite and Claw. Your unarmed strikes deal 1d8
intelligent, and extremely capable hunters. piercing damage or slashing damage on a hit.
Keen Smell. You have advantage on Wisdom
Killer Whale Traits (Perception) checks that rely on smell.
Killer whales share the following racial traits. No Hands. You are unable to wield weapons or wear
Creature Type. Beast shields, and cannot use items which require
Ability Score Increase. +2 Strength. manipulation, including spellcasting foci, wands, tools,
Alignment. Normally unintelligent beasts, most killer etc.
whales are neutral. Pack Tactics. As a bonus action you may take
Size. Your size is medium. advantage of the presence of your allies. You gain
Speed. Your base walking speed is 0 ft. You have a Advantage on the next attack roll you make this turn
swim speed of 50 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 137
against a creature if at least one of your allies is within Playing a Lizard
5 feet of the creature and the ally isn’t incapacitated. Tiny and nimble, lizards make excellent rogues.
Pounce. If you move at least 15 feet straight toward However, they’re slow and not very durable, so be
a creature then hit it with an unarmed strike on the cautious to avoid drawing attention to yourself.
same turn, you may attempt to shove the target prone Like many other creatures, being awakened has a
as a bonus action (see “Shoving a Creature”, page 195 great deal of influence of your character’s personality.
of the Player’s Handbook). Consider what effect granted your character superior
Running Leap. With a 10-foot running start, you can intelligence, and how that effect shaped your
long jump up to 25 feet. character’s personality.
Languages. You can speak, read, and write in
Common. Mammoth
Playing a Lion Ancestors of modern elephants, mammoths are huge
Lions are powerful charges, combining the mobility of tusked quadrupeds covered in thick fur.
Running Leap and the power of Pounce to overcome See the traits listed under “Elephant”, earlier in this
their foes. They hunt best in packs where they can take section.
advantage of Pack Tactics. Other classes like Barbarian, Mastiff
Monk, and Fighter which excel in melee combat.
Like many other creatures, being awakened has a Enormous dogs domesticated for hunting and for riding
great deal of influence of your character’s personality. by small humanoids, Mastiffs are easy to train and
Consider what effect granted your character superior fiercely loyal companions.
intelligence, and how that effect shaped your
character’s personality. Mastiff Traits
Mastiffs share the following racial traits.
Lizard Creature Type. Beast
Ability Score Increase. +1 Strength, +1 Dexterity, +1
Small reptiles that dwell in a wide variety of warm
Constitution.
climates.
Alignment. Normally unintelligent beasts, most
Lizard Traits mastiffs are neutral.
Lizards share the following racial traits. Size. Your size is medium.
Creature Type. Beast Speed. Your base walking speed is 40 ft.
Ability Score Increase. +2 Dexterity. Bite. Your unarmed strikes deal 1d8 piercing damage
Alignment. Normally unintelligent beasts, most on a hit.
lizards are neutral. Keen Hearing and Smell. You have advantage on
Size. Your size is tiny. Wisdom (Perception) checks that rely on hearing or
Speed. Your base walking speed is 20 ft. You have a smell.
climb speed of 20 ft. No Hands. You are unable to wield weapons or wear
Bite. Your unarmed strikes deal 1d4 piercing damage shields, and cannot use items which require
on a hit. manipulation, including spellcasting foci, wands, tools,
You can use Dexterity instead of Strength for the etc.
attack and damage rolIs of your unarmed strikes. Your Languages. You can speak, read, and write in
unarmed strikes count as a weapon with the Finesse Common.
property for all effects which require it, such as Sneak
Playing a Mastiff
Attack.
With excellent physical ability scores and good speed,
No Hands. You are unable to wield weapons or wear
mastiffs thrive in melee combat. Consider classes
shields, and cannot use items which require
which can capitalize on these advantages like
manipulation, including spellcasting foci, wands, tools,
barbarian, monk, fighter, and rogue.
etc.
Like many other creatures, being awakened has a
Languages. You can speak, read, and write in
great deal of influence of your character’s personality.
Common.
Consider what effect granted your character superior

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 138
intelligence, and how that effect shaped your Size. Your size is medium.
character’s personality. Speed. Your base walking speed is 5 ft. You have a
swim speed of 30 ft.
Mule Amorphous. Your body is not completely rigid, and
Infertile quadrupeds bred from a horse and donkey, your limbs often fluctuate in size and shape as you
mules are renowned for their usefulness as pack move. You can move through a space as narrow as 1
animals. inch wide without squeezing. You are unable to wear
armor.
Mule Traits Camouflage. You have advantage on Dexterity
Mules share the following racial traits. (Stealth) checks made while underwater.
Creature Type. Beast Darkvision. You can see in dim light within 30 feet of
Ability Score Increase. +2 Strength, +2 Constitution. you as if it were bright light, and in darkness as if it
Alignment. Normally unintelligent beasts, most were dim light. You can’t discern color in darkness, only
mules are neutral. shades of gray.
Size. Your size is medium. Hold Breath. You can hold your breath for 1 hour.
Speed. Your base walking speed is 40 ft. Ink Cloud. A 20-foot radius cloud of ink extends all
Beast of Burden. You count as one size larger when around you if you are underwater. The area is heavily
determining your carrying capacity and the weight you obscured for 1 minute, although a significant current
can push, drag, or lift. can disperse the ink. Immediately after releasing the
Hooves. Your unarmed strikes deal 1d8 bludgeoning ink, you can use the Dash action as a bonus action.
damage on a hit. After you use this ability, you can't use it again until
No Hands. You are unable to wield weapons or wear you complete a short or long rest.
shields, and cannot use items which require No Hands. You are unable to wield weapons or wear
manipulation, including spellcasting foci, wands, tools, shields. However, your tentacles are nimble enough to
etc. manipulate and use most other objects.
Sure-footed. You have advantage on Strength and Tentacles. Your unarmed strikes deal 1d4
Dexterity saving throws and ability checks made bludgeoning damage on a hit.
against effects that would knock it prone. You can use Dexterity instead of Strength for the
Languages. You can speak, read, and write in attack and damage rolIs of your unarmed strikes. Your
Common. unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
Playing a Mule Attack.
With excellent Strength and Constitution, mules excel Water Breathing. You can breathe only underwater.
in melee combat. Consider classes like Barbarian and Languages. You can speak, read, and write in
Monk. Common.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Playing an Octopus
Consider what effect granted your character superior Smaller and weaker than the giant octopus, you will do
intelligence, and how that effect shaped your better to focus on stealth and surprise than charging
character’s personality. directly into combat. Consider classes like monk and
ranger than cater well to a stealthy playstyle.
Octopus Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Clever, 8-tentacle aquatic predators with soft bodies Consider what effect granted your character superior
and sharp-beaked mouths. intelligence, and how that effect shaped your
character’s personality.
Octopus Traits
Octopi share the following racial traits. Owl
Creature Type. Beast
Ability Score Increase. +2 Dexterity. Nocturnal raptors that fly almost silently and can see
Alignment. Normally unintelligent beasts, most great distances in the dark of night.
octopi are neutral.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 139
Owl Traits Alignment. Normally unintelligent beasts, most
Owls share the following racial traits. panthers are neutral.
Creature Type. Beast Size. Your size is medium.
Ability Score Increase. +1 Dexterity, Wisdom. Speed. Your base walking speed is 50 ft. You have a
Alignment. Normally unintelligent beasts, most owls climb speed of 40 ft.
are neutral Bite and Claw. Your unarmed strikes deal 1d8
Size. Your size is tiny. piercing damage or slashing damage on a hit.
Speed. Your base walking speed is 5 ft. You can use Dexterity instead of Strength for the
Flight. You have a flying speed of 60 feet. To use this attack and damage rolIs of your unarmed strikes. Your
speed, you can’t be wearing medium or heavy armor. unarmed strikes count as a weapon with the Finesse
Flyby. You may perform the Disengage action as a property for all effects which require it, such as Sneak
bonus action. Attack.
Keen Hearing and Sight. You have advantage on Keen Smell. You have advantage on Wisdom
Wisdom (Perception) checks that rely on hearing or (Perception) checks that rely on smell.
sight. No Hands. You are unable to wield weapons or wear
No Hands. You are unable to wield weapons or wear shields, and cannot use items which require
shields, and cannot use items which require manipulation, including spellcasting foci, wands, tools,
manipulation, including spellcasting foci, wands, tools, etc.
etc. Pounce. If you move at least 15 feet straight toward
Superior Darkvision. You can see in dim light within a creature then hit it with an unarmed strike on the
120 feet of you as if it were bright light, and in same turn, you may attempt to shove the target prone
darkness as if it were dim light. You can’t discern color as a bonus action (see “Shoving a Creature”, page 195
in darkness, only shades of gray. of the Player’s Handbook).
Talons. Your unarmed strikes deal 1d4 piercing Languages. You can speak, read, and write in
damage on a hit. Common.
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your Playing a Panther
unarmed strikes count as a weapon with the Finesse Strong and nimble with an excellent climb speed,
property for all effects which require it, such as Sneak predators are a great ambush predator. Consider
Attack. classes like barbarian or fighter which thrive in melee,
Languages. You can speak, read, and write in but don’t overlook stealthy classes like monk, ranger,
Common. and rogue.
Like many other creatures, being awakened has a
Playing an Owl great deal of influence of your character’s personality.
Tiny, nimble, and observant, owls make excellent Consider what effect granted your character superior
rangers and rogues. Their natural weapons are weak, intelligence, and how that effect shaped your
so look for other sources of damage like Sneak Attack. character’s personality.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Phase Spider
Consider what effect granted your character superior Horrifying arachnids capable of entering the ethereal
intelligence, and how that effect shaped your plane to ambush their prey.
character’s personality.
Phase Spider Traits
Panther Phase spiders share the following racial traits.
Black-furred feline predators. Creature Type. Monstrosity
Ability Score Increase. +1 Strength, +1 Dexterity.
Panther Traits Alignment. Normally unintelligent beasts, most giant
Panthers share the following racial traits. spiders are neutral.
Creature Type. Beast Size. Your size is medium.
Ability Score Increase. +2 Dexterity, +1 Strength. Speed. Your base walking speed is 30 ft. and you
have a climb speed of 30 ft.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 140
Bite. Your unarmed strikes deal 1d4 piercing damage Ability Score Increase. +2 Dexterity.
and 1d4 poison damage on a hit. Alignment. Normally unintelligent beasts, most
You can use Dexterity instead of Strength for the poisonous snakes are neutral.
attack and damage rolIs of your unarmed strikes. Your Size. Your size is medium.
unarmed strikes count as a weapon with the Finesse Speed. Your base walking speed is 30 ft. You have a
property for all effects which require it, such as Sneak climb speed of 30 ft.
Attack. Bite. Your unarmed strikes deal 1d8 poison damage
Darkvision. You can see in dim light within 60 feet of on a hit.
you as if it were bright light, and in darkness as if it Blindsight. You have blindsight 10 ft.
were dim light. You can’t discern color in darkness, only Serpentine Body. You have no arms or hands. You
shades of gray. are unable to wield weapons or wear shields, and
Ethereal Jaunt. As a bonus action, you can magically cannot use items which require manipulation, including
shift to the ethereal plane or the material plane. At the spellcasting foci, wands, tools, etc. You are unable to
start of your next turn, your return to the plane on wear armor.
which you activated this ability. Languages. You can speak, read, and write in
After you use this ability, you can't use it again until Common.
you complete a short or long rest.
Natural Armor. While unarmored, your AC is equal Playing a Poisonous Snake
to 11 + your Dexterity modifier. With high Dexterity and blindsight, poisonous snakes
No Hands. You are unable to wield weapons or wear are natural rogues. However, with no ability to wear
shields, and cannot use items which require armor and no natural armor you will need to be very
manipulation, including spellcasting foci, wands, tools, cautious about protecting yourself in combat. Consider
etc. classes like barbarian and monk which provide
Spider Climb. You can climb difficult surfaces, alternatives to manufactured armor.
including upside down on ceilings, without needing to Like many other creatures, being awakened has a
make an ability check. great deal of influence of your character’s personality.
Web Walker. You ignore movement restrictions Consider what effect granted your character superior
caused by webbing. intelligence, and how that effect shaped your
character’s personality.
Playing a Phase Spider
Dangerous ambush predators, phase spiders are Polar Bear
capable of briefly stepping into the ethereal plane to Enormous arctic predators with stark white fur.
ambush their prey. While this is a powerful ability, it
can only be used briefly. Consider classes which can Polar Bear Traits
take advantage of surprising your enemies like monk, Polar bears share the following racial traits.
ranger, and rogue. Creature Type. Beast
Unlike other giant spiders, phase spiders are Ability Score Increase. +2 Strength, +2 Constitution.
intelligent. However, they lack the capacity to speak or Alignment. Normally unintelligent beasts, most polar
understand languages. Consider how and why you bears are neutral.
might communicate with other party members who Size. Your size is medium.
would likely be considered food in normal Speed. Your base walking speed is 40 ft. You have a
circumstances. swim speed of 30 ft.
Bite and Claws. Your unarmed strikes deal 1d8
Poisonous Snake piercing or slashing damage on a hit.
Common in many locals as a variety of species, Keen Smell. You have advantage on Wisdom
poisonous snakes are a dangerous threat to anyone (Perception) checks that rely on smell.
unfortunate enough to stumble upon them unaware. Natural Armor. While unarmored, your AC is equal
to 12 + your Dexterity modifier.
Poisonous Snake Traits No Hands. You are unable to wield weapons or wear
Poisonous snakes share the following racial traits. shields, and cannot use items which require
Creature Type. Beast

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 141
manipulation, including spellcasting foci, wands, tools, Quipper Traits
etc. Quippers share the following racial traits.
Languages. You can speak, read, and write in Creature Type. Beast
Common. Ability Score Increase. +2 Dexterity.
Alignment. Normally unintelligent beasts, most
Playing a Polar Bear quippers are neutral.
Polar bears make excellent barbarians and fighters due Size. Your size is tiny.
to their excellent ability score increases, but will have Speed. Your base walking speed is 0 ft. You have a
trouble playing other classes. swim speed of 40 ft.
Like many other creatures, being awakened has a Blood Frenzy. The smell of fresh blood drives you
great deal of influence of your character’s personality. into a vicious frenzy. When you make an Attack action
Consider what effect granted your character superior and make a successful unarmed strike attack, you may
intelligence, and how that effect shaped your make another unarmed strike against the same target
character’s personality. as a bonus action.
Bite. Your unarmed strikes deal 1d4 piercing damage
Pony on a hit.
Smaller than horses, ponies make excellent mounts for You can use Dexterity instead of Strength for the
small riders like halflings and human children. attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse
Pony Traits property for all effects which require it, such as Sneak
Ponies share the following racial traits. Attack.
Creature Type. Beast No Hands. You are unable to wield weapons or wear
Ability Score Increase. +2 Strength, +1 Constitution. shields, and cannot use items which require
Alignment. Normally unintelligent beasts, most manipulation, including spellcasting foci, wands, tools,
ponies are neutral. etc.
Size. Your size is medium. Water Breathing. You can breathe only underwater.
Speed. Your base walking speed is 40 ft. Languages. You can speak, read, and write in
Hooves. Your unarmed strikes deal 1d8 bludgeoning Common.
damage on a hit.
No Hands. You are unable to wield weapons or wear Playing a Quipper
shields, and cannot use items which require Tiny creatures with few notable traits, quippers can still
manipulation, including spellcasting foci, wands, tools, make effective fighters and rogues. Blood Frenzy can
etc. provide a powerful boost to your damage output,
Languages. You can speak, read, and write in despite the quipper’s small bite attack.
Common. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Playing a Pony Consider what effect granted your character superior
Fast and strong, ponies fare well in melee and make intelligence, and how that effect shaped your
excellent barbarians and fighters. If you have small character’s personality.
characters in your party, consider letting them ride you
to take advantage of your speed. Rat
Like many other creatures, being awakened has a Rodents common to nearly every locale occupied by
great deal of influence of your character’s personality. humans, rats are often considered signs of filth and
Consider what effect granted your character superior disease.
intelligence, and how that effect shaped your
character’s personality. Rats Traits
Rats share the following racial traits.
Quipper Creature Type. Beast
Tiny predatory fish, quippers often live in schools Ability Score Increase. +2 Dexterity.
which quickly devour anything they find. Alignment. Normally unintelligent beasts, most rats
are neutral.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 142
Size. Your size is tiny. property for all effects which require it, such as Sneak
Speed. Your base walking speed is 20 ft. Attack.
Bite. Your unarmed strikes deal 1 piercing damage Flight. You have a flying speed of 50 feet. To use this
on a hit. speed, you can’t be wearing medium or heavy armor.
You can use Dexterity instead of Strength for the Mimicry. You can mimic any sounds you have heard,
attack and damage rolIs of your unarmed strikes. Your including voices. A creature that hears the sounds can
unarmed strikes count as a weapon with the Finesse tell they are imitations with a successful Insight check
property for all effects which require it, such as Sneak against a DC equal to 8 + your Charisma (Deception)
Attack. bonus.
Darkvision. You can see in dim light within 30 feet of No Hands. You are unable to wield weapons or wear
you as if it were bright light, and in darkness as if it shields, and cannot use items which require
were dim light. You can’t discern color in darkness, only manipulation, including spellcasting foci, wands, tools,
shades of gray. etc.
Keen Smell. You have advantage on Wisdom Languages. You can speak, read, and write in
(Perception) checks that rely on smell. Common.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require Playing a Raven
manipulation, including spellcasting foci, wands, tools, Fast and nimble, but physically weak, ravens don’t do
etc. well in combat. However, with good Dexterity and
Languages. You can speak, read, and write in excellent flight they can make decent rogues.
Common. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Playing a Rat Consider what effect granted your character superior
Among the weakest of creatures, rats have trouble intelligence, and how that effect shaped your
succeeding in nearly any role. However, their character’s personality.
prevalence can make them an effective rogue if you
capitalize on the fact that rats are commonly ignored in Reef Shark
many locales. Smaller than hunter sharks or giant sharks, reef sharks
Like many other creatures, being awakened has a inhabit shallow waters and hunt in packs.
great deal of influence of your character’s personality.
Consider what effect granted your character superior Reef Shark Traits
intelligence, and how that effect shaped your Reef shark share the following racial traits.
character’s personality. Creature Type. Beast
Ability Score Increase. +1 Strength.
Raven Alignment. Normally unintelligent beasts, most
Black birds known for their intelligence and their ability hunting sharks are neutral.
to mimic sounds. Size. Your size is medium.
Speed. Your base walking speed is 0 ft. You have a
Raven Traits swim speed of 40 ft.
Ravens share the following racial traits. Blindsight. You have blindsight 30 ft.
Creature Type. Beast Bite. Your unarmed strikes deal 1d8 piercing damage
Ability Score Increase. +2 Dexterity. on a hit.
Alignment. Normally unintelligent beasts, most No Hands. You are unable to wield weapons or wear
ravens are neutral. shields, and cannot use items which require
Size. Your size is tiny. manipulation, including spellcasting foci, wands, tools,
Speed. Your base walking speed is 10 ft. etc.
Bite. Your unarmed strikes deal 1 piercing damage Pack Tactics. As a bonus action you may take
on a hit. advantage of the presence of your allies. You gain
You can use Dexterity instead of Strength for the Advantage on the next attack roll you make this turn
attack and damage rolIs of your unarmed strikes. Your against a creature if at least one of your allies is within
unarmed strikes count as a weapon with the Finesse 5 feet of the creature and the ally isn’t incapacitated.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 143
Water Breathing. You can breathe only underwater. intelligence, and how that effect shaped your
Languages. You can speak, read, and write in character’s personality.
Common.
Riding Horse
Playing a Reef Shark Larger and stronger than ponies, but faster and less
Strong fast, and deadly in the water, reef sharks sturdy than draft horses, riding are bread travel and
function best when they have allies to support them in frequently used as mounts in combat.
melee combat. Consider classes like barbarian, fighter,
See the traits listed under “Pony”, earlier in this
and monk which excel in melee.
section.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Saber-Toothed Tiger
Consider what effect granted your character superior
intelligence, and how that effect shaped your Feline predators distinguished by their jutting canine
character’s personality. teeth.
See the traits listed under “Tiger”, later in this
Rhinoceros section.
Sturdy pachyderms with ivory horns on their noses. Scorpion
Rhinoceros Traits Arachnids with a deadly poisonous sting and grasping
Rhinoceri share the following racial traits. claws.
Creature Type. Beast
Ability Score Increase. +2 Strength, +1 Constitution. Scorpion Traits
Size. Your size is medium. Scorpions share the following racial traits.
Speed. Your base walking speed is 40 ft. Creature Type. Beast
Charge. Once per turn, if you move at least 20 feet Ability Score Increase. +2 Dexterity.
straight toward a creature then hit it with an unarmed Alignment. Normally unintelligent beasts, most
strike on the same turn, the target takes an extra 1d6 scorpions are neutral.
damage from the attack. This damage increases to 2d6 Size. Your size is tiny.
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Speed. Your base walking speed is 10 ft.
In addition, you may attempt to shove the target No Hands. You are unable to wield weapons or wear
prone as a bonus action (see “Shoving a Creature”, shields, and cannot use items which require
page 195 of the Player’s Handbook). manipulation, including spellcasting foci, wands, tools,
Gore. Your unarmed strikes deal 1d8 piercing etc.
damage on a hit. Sting. Your unarmed strikes deal 1d8 poison damage
Natural Armor. While unarmored, your AC is equal on a hit.
to 12 + your Dexterity modifier. You can use Dexterity instead of Strength for the
No Hands. You are unable to wield weapons or wear attack and damage rolIs of your unarmed strikes. Your
shields, and cannot use items which require unarmed strikes count as a weapon with the Finesse
manipulation, including spellcasting foci, wands, tools, property for all effects which require it, such as Sneak
etc. Attack.
Languages. You can speak, read, and write in Languages. You can speak, read, and write in
Common. Common.

Playing a Rhinoceros Playing a Scorpion


Powerful and durable, rhinoceroses make excellent Nimble and tiny, scorpions make natural rogues.
chargers. Consider classes which do well in melee However, limited by their poor speed and locked into
combat like barbarian or fighter. poison damage, you may have trouble defeating foes
Like many other creatures, being awakened has a who can escape your reach or resist your damage.
great deal of influence of your character’s personality. Like many other creatures, being awakened has a
Consider what effect granted your character superior great deal of influence of your character’s personality.
Consider what effect granted your character superior

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 144
intelligence, and how that effect shaped your property for all effects which require it, such as Sneak
character’s personality. Attack.
Darkvision. You can see in dim light within 30 feet of
Sea Horse you as if it were bright light, and in darkness as if it
Small fish with heads resembling a horse’s. were dim light. You can’t discern color in darkness, only
shades of gray.
Sea Horse Traits No Hands. You are unable to wield weapons or wear
Sea horses share the following racial traits. shields, and cannot use items which require
Creature Type. Beast manipulation, including spellcasting foci, wands, tools,
Ability Score Increase. +2 Dexterity. etc.
Alignment. Normally unintelligent beasts, most sea Spider Climb. You can climb difficult surfaces,
horses are neutral. including upside down on ceilings, without needing to
Size. Your size is tiny. make an ability check.
Speed. Your base walking speed is 0 ft. You have a Web Sense. While in contact with a web, you know
swim speed of 20 ft. the exact location of any other creature in contact with
No Hands. You are unable to wield weapons or wear the same web.
shields, and cannot use items which require Web Walker. You ignore movement restrictions
manipulation, including spellcasting foci, wands, tools, caused by webbing.
etc. Languages. You can speak, read, and write in
Languages. You can speak, read, and write in Common.
Common.
Playing a Spider
Playing a Sea Horse Nimble and capable of walking on walls and ceilings,
Slow and lacking meaningful traits of any kind, sea spiders make excellent rogues. Since your attacks are
horses are essentially unplayable. weak, consider classes like monk or rogue which add to
Like many other creatures, being awakened has a your damage output.
great deal of influence of your character’s personality. Like many other creatures, being awakened has a
Consider what effect granted your character superior great deal of influence of your character’s personality.
intelligence, and how that effect shaped your Consider what effect granted your character superior
character’s personality. intelligence, and how that effect shaped your
character’s personality.
Spider
Swarm [Template: Natural]
Larger than common household spiders, but not so
immense as true giant spiders, spiders the size of Tiny creatures occasionally group of and attempt to
housecats are dangerous predators. overwhelm foes with sheer numbers.

Spider Traits Becoming a Swarm


Spiders share the following racial traits. Any tiny creature can be used as the basis for a swarm
Creature Type. Beast of identical tiny creatures.
Ability Score Increase. +2 Dexterity.
Alignment. Normally unintelligent beasts, most Swarm Traits
spiders are neutral. All swarns have the following traits, adding these traits
Size. Your size is tiny. to their existing racial traits upon gaining the swarm
Speed. Your base walking speed is 20 ft. You have a template.
climb speed of 20 ft. Size. You are a medium swarm of tiny creatures.
Bite. Your unarmed strikes deal 1d4 poison damage Swarm. Your individual members are magically
on a hit. joined into a singular mind. If any member of your
You can use Dexterity instead of Strength for the swarm survives, your consciousness survives. Any new
attack and damage rolIs of your unarmed strikes. Your members added to the swarm are absorbed by the hive
unarmed strikes count as a weapon with the Finesse mind. However, any members of your swarm which
venture more than 5 feet from the rest of the swarm

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 145
lose their connection to the swarm mind, regain their were dim light. You can’t discern color in darkness, only
individual consciousness, and act as they normally shades of gray.
would for a creature of their type. Keen Smell. You have advantage on Wisdom
As you lose hit points, individual members of your (Perception) checks that rely on smell.
swarm die, reducing your total size. When you fall No Hands. You are unable to wield weapons or wear
below half of your maximum hit points, you become shields, and cannot use items which require
less effective. You deal half damage, suffer manipulation, including spellcasting foci, wands, tools,
Disadvantage on all ability checks except Dexterity etc.
(Stealth) checks, and enemies gain Advantage on Pounce. If you move at least 20 feet straight toward
saving throws against spells which you cast. a creature then hit it with an unarmed strike on the
Swarm Attacks. You can occupy another creature's same turn, you may attempt to shove the target prone
space and vice versa, and you can move through any as a bonus action (see “Shoving a Creature”, page 195
opening large enough for a single member of your of the Player’s Handbook).
swarm. You have a reach of 0 feet. To make melee Languages. You can speak, read, and write in
attacks, you must share a space with the target. When Common.
you take the Attack action, you roll once for any
attacks you make and apply the results to all creatures Playing a Tiger
which currently share your space (including allies). Strong and nimble, tigers thrive in melee combat.
Swarm Life. You are unable to heal or otherwise Consider classes like barbarian and fighter which can
regain hit points by normal means. You cannot gain capitalize on the tiger’s natural capabilities.
temporary hit points. If you fall to 0 hit points, you die Like many other creatures, being awakened has a
outright. great deal of influence of your character’s personality.
To regain hit points, you must rest in a place where Consider what effect granted your character superior
you are able to recruit additional members of your intelligence, and how that effect shaped your
swarm. Where this may occur is determined by the character’s personality.
Dungeon Master.
Swarm Resistances. You have resistance to Vulture
bludgeoning, piercing, and slashing damage. You are Enormous birds that feed almost exclusively on carrion.
immune to the prone and restrained conditions.
Vulture Traits
Tiger Vultures share the following racial traits.
Immense felines famous for their orange and black Creature Type. Beast
striped coats. Ability Score Increase. +1 Constitution, +1 Wisdom.
Alignment. Normally unintelligent beasts, most
Tiger Traits vulture are neutral.
Tigers share the following racial traits. Size. Your size is medium.
Creature Type. Beast Speed. Your base walking speed is 10 ft.
Ability Score Increase. +2 Strength, +1 Dexterity. Beak. Your unarmed strikes deal 1d4 piercing
Alignment. Normally unintelligent beasts, most damage on a hit.
tigers are neutral. Flight. You have a flying speed of 40 feet. To use this
Size. Your size is medium. speed, you can’t be wearing medium or heavy armor.
Speed. Your base walking speed is 40 ft. Keen Sight and Smell. You have advantage on
Bite and Claw. Your unarmed strikes deal 1d8 Wisdom (Perception) checks that rely on sight or smell.
piercing or slashing damage on a hit. No Hands. You are unable to wield weapons or wear
You can use Dexterity instead of Strength for the shields, and cannot use items which require
attack and damage rolIs of your unarmed strikes. Your manipulation, including spellcasting foci, wands, tools,
unarmed strikes count as a weapon with the Finesse etc.
property for all effects which require it, such as Sneak Pack Tactics. As a bonus action you may take
Attack. advantage of the presence of your allies. You gain
Darkvision. You can see in dim light within 60 feet of Advantage on the next attack roll you make this turn
you as if it were bright light, and in darkness as if it

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 146
against a creature if at least one of your allies is within Languages. You can speak, read, and write in
5 feet of the creature and the ally isn’t incapacitated. Common.
Languages. You can speak, read, and write in
Common. Playing a Weasel
Nimble and observant, weasels make excellent rangers
Playing a Vulture and rogues. Be sure to look for ways to boost your
With fast flight and Pack Tactics, vultures are an damage output like Hunter’s Mark and Sneak Attack.
excellent flying ambusher, but they rely heavily on Like many other creatures, being awakened has a
allies. Since the vulture’s unarmed strike damage is great deal of influence of your character’s personality.
relatively weak, look for other ways to increase your Consider what effect granted your character superior
damage. Consider classes like monk, ranger, and rogue. intelligence, and how that effect shaped your
Like many other creatures, being awakened has a character’s personality.
great deal of influence of your character’s personality.
Consider what effect granted your character superior Winter Wolf
intelligence, and how that effect shaped your Considerably larger than a normal wolf, and coated in
character’s personality. thick white fur. Winter wolves have pale blue eyes, and
deadly frozen breath.
Warhorse
A riding horse trained to kick and bite when Winter Wolf Traits
threatened, warhorses are an excellent steed for Winter wolves share the following racial traits.
anyone seeking to ride into battle. Creature Type. Monstrosity
See the traits listed under “Pony”, earlier in this Ability Score Increase. +1 Strength, +1 Constitution.
section. Alignment. Intelligent predators that ally themselves
with evil giants, most winter wolves are neutral evil.
Weasel Size. Your size is medium.
Burrowing marsupials valued for their fluffy white Speed. Your base walking speed is 40 ft.
winter coats. Bite. Your unarmed strikes deal 1d8 piercing damage
on a hit.
Weasel Traits Cold Breath. As an action, you can breathe a blast of
Weasels share the following racial traits. freezing wind in a 15-foot cone. Each creature in that
Creature Type. Beast cone must make a Dexterity saving throw. The DC for
Ability Score Increase. +2 Dexterity, +1 Wisdom. this saving throw equals 8 + your Constitution modifier
Alignment. Normally unintelligent beasts, most + your proficiency bonus. A creature takes 2d6 cold
weasels are neutral. damage on a failed save and half as much damage on a
Size. Your size is tiny. successful one. The damage increases to 3d6 at 6th
Speed. Your base walking speed is 30 ft. level. 4d6 at 11th level, and 5d6 at 16th level.
Bite. Your unarmed strikes deal 1d4 piercing damage After you use this ability, you can't use it again until
on a hit. you complete a short or long rest.
You can use Dexterity instead of Strength for the Keen Hearing and Smell. You have advantage on
attack and damage rolIs of your unarmed strikes. Your Wisdom (Perception) checks that rely on hearing or
unarmed strikes count as a weapon with the Finesse smell.
property for all effects which require it, such as Sneak Natural Armor. While unarmored, your AC is equal
Attack. to 12 + your Dexterity modifier.
Keen Hearing and Smell. You have advantage on No Hands. You are unable to wield weapons or wear
Wisdom (Perception) checks that rely on hearing or shields, and cannot use items which require
smell. manipulation, including spellcasting foci, wands, tools,
No Hands. You are unable to wield weapons or wear etc.
shields, and cannot use items which require Snow Camouflage. You have advantage on Dexterity
manipulation, including spellcasting foci, wands, tools, (Stealth) checks made to hide in snowy terrain.
etc. Trip. If you hit a creature with an unarmed strike,
you may attempt to shove the target prone as a bonus

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 147
action (see “Shoving a Creature”, page 195 of the of boosting your AC. Cooperate with allies in combat;
Player’s Handbook). use Pack Tactics to gain Advantage on your attacks,
Languages. You can speak, read, and write in then use Trip so that allies will gain Advantage on their
Common, Giant, and Winter Wolf. own attacks.
Like many other creatures, being awakened has a
Playing a Winter Wolf great deal of influence of your character’s personality.
Equipped with a long list of useful racial traits, the Consider what effect granted your character superior
Winter Wolf is a formidable creature. Use your speed intelligence, and how that effect shaped your
to move into melee quickly. Impede single foes with character’s personality.
Trip, and attack groups of enemies with your cold
breath. Your natural armor reduces the need for Worg
manufactured armor, but don’t forget to invest in your
Bigger than a wolf and nearly as intelligent as a human,
Dexterity if you plan to go unarmored. worgs are cunning, malevolent predators. They
Winter wolves commonly ally themselves with evil frequently serve goblins and hobgoblins as mounts,
ice giants, so they’re a natural addition to a party with
and accompany them in battle.
an ice giant character.
Worg Traits
Wolf Worgs share the following racial traits.
Canine pack hunters native to a variety of climates, Creature Type. Monstrosity
wolves have long symbolized the danger of the Ability Score Increase. +2 Strength, +1 Constitution.
untamed wilds. Alignment. Cunning beasts that ally themselves with
goblinoids and willingly hunt humans, most worgs are
Wolf Traits neutral evil.
Wolves share the following racial traits. Size. Your size is medium.
Creature Type. Beast Speed. Your base walking speed is 40 ft.
Ability Score Increase. +1 Dexterity. Darkvision. You can see in dim light within 60 feet of
Alignment. Normally unintelligent beasts, most you as if it were bright light, and in darkness as if it
wolves are neutral. were dim light. You can’t discern color in darkness, only
Size. Your size is medium. shades of gray.
Speed. Your base walking speed is 40 ft. Keen Hearing and Smell. You have advantage on
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or
Wisdom (Perception) checks that rely on hearing or smell.
smell. Natural Armor. While unarmored, your AC is equal
Natural Armor. While unarmored, your AC is equal to 12 + your Dexterity modifier.
to 11 + your Dexterity modifier. No Hands. You are unable to wield weapons or wear
Pack Tactics. As a bonus action you may take shields, and cannot use items which require
advantage of the presence of your allies. You gain manipulation, including spellcasting foci, wands, tools,
Advantage on the next attack roll you make this turn etc.
against a creature if at least one of your allies is within Trip. If you hit a creature with an unarmed strike,
5 feet of the creature and the ally isn’t incapacitated. you may attempt to shove the target prone as a bonus
Trip. If you hit a creature with an unarmed strike, action (see “Shoving a Creature”, page 195 of the
you may attempt to shove the target prone as a bonus Player’s Handbook).
action (see “Shoving a Creature”, page 195 of the Languages. You can speak, read, and write in Goblin
Player’s Handbook). and Worg.
Languages. You can speak, read, and write in
Common. Playing a Worg
Strong and fast, worgs are aggressive melee
Playing a Wolf combatants. Their Trip ability provides allies an easy
Wolves are capable attackers, but lack defensive way to gain Advantage against their foes. Consider
options. Be sure to pick up armor, or consider classes classes like barbarian and fighter which can capitalize
like barbarian and monk which offer alternate means on the worg’s traits.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 148
Worgs are frequently raised by goblinoids for use as
mounts or hunting companions. This makes the Worg
an excellent addition to many parties featuring goblin
character.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 149
Monstrous
Natural Weapon Master
Your body is as deadly as any blade.

Character Options
Prerequisite: Racial natural weapons such as claws, a
bite, or tentacles.
• The damage dealt by your unarmed strikes increase
This section presents several new character options.
by one die size (1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12,
While these feats are intended for use by the races
up to 1d12). If your unarmed strike damage includes
presented in this document, some of them may be
multiple dice, only one of the dice changes in size.
useful for races presented in other publications.
You may choose which die to improve, but this
Class Options decision is permanent.
• After taking the Attack action, you may use a bonus
Combat Style action to make an unarmed strike using your natural
weapons. You don’t add your ability modifier to the
The Combat Style class feature exists across several
damage of the bonus attack, unless that modifier is
classes. The following Combat Style options are
negative.
available to fighters, paladins, and rangers.
• You may use the higher of your Strength or your
Natural Weapon Dexterity modifier for attack and damage rolls with
The damage dealt by your unarmed strikes increase by unarmed strikes when using your natural weapons.
one die size (1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12, up to
1d12). If your unarmed strike damage includes multiple Powerful Flyer
dice, only one of the dice changes in size. You may You are able to fly while weighed down, and can fly
choose which die to improve, but this decision is unusually fast while unencumbered.
permanent. Prerequisite: Flight racial trait.

Feats • While wearing light armor or no armor, your flight


speed increases by 10 feet.
Bestial Spellcaster • You can fly while wearing medium armor or carrying
A wave of the claw, a series of canine yips, or even a medium load.
grinding chitinous plates together can serve just as well
Thick Hide
as waggling fingers and magic words.
Your unladen body as impenetrable as the sturdiest
• lncrease your Intelligence, Wisdom, or Charisma armor.
score by 1, to a maximum of 20. Prerequisite: Natural Armor racial trait.
• If you lack human-like hands, you may cast spells as
• Increase your Constitution score by +1, to a
though you were wielding a spellcasting focus.
maximum of 20.
• If you can create vocalizations or sounds of some
• While unarmored, your AC increases by +1.
sort which your race uses to communicate (barking,
trumpeting, whale song, etc.) you may perform
verbal components even if you are physically
incapable of speaking a language.

Mighty Breath
Your breath weapon is exceptionally fearsome.
Prerequisite: Breath weapon racial trait.
• Increase the die size of the damage dealt by your
breath weapon by one size (1d6 > 1d8 > 1d10 > 1d2,
up to 1d12). If your breath weapon deals multiple
damage dice (2d6, 3d8, etc.), they all increase in size.
• You may use your breath weapon twice before
requiring a short or long rest.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 150
d8 Personality Trait
Backgrounds 1 I’ve been away from my people so long
The following backgrounds are designed for use that I barely speak my native tongue.
2 I have come to accept my situation.
primarily by monstrous characters, but frequently work 3 I love my people, and extol their
just as well for more conventional characters. virtues to anyone who will listen.
4 I take pity on those in similar
Exile situations, and aid them when I can.
No longer welcome among your own kind, you have 5 I have trouble conforming to etiquette
and manners in my new homeland.
abandoned your home to try to survive the world on 6 I believe that I was exiled for some
your own. Perhaps your will return home again higher purpose.
someday, but for now you must live among people 7 I am often distracted by thoughts and
whose ways are foreign to you. reminders of home.
8 I seek to make myself an example to my
people.
Skill Proficiencies: Persuasion, Survival
Tool Proficiencies: Herbalism kit
Languages: One of your choice d6 Ideal
Equipment: A club, quarterstaff, or spear, a set of 1 Independence. I must prove that I can
survive alone. (Chaotic)
traveler’s clothes, a pouch containing 5 gp. 2 Revenge. I want revenge for how I was
Cast Out treated. (Evil)
3 Penance. I need to endure the
What was the reason you were driven from your
punishment for my mistakes. (Lawful)
home? You can work with your DM to determine the 4 Forgiveness. Everyone falls short, and
exact nature of your seclusion, or you can choose or deserves forgiveness. (Good)
roll on the table below to determine the reason behind 5 Diversity. Every culture has merit,
your seclusion. and I can’t expect others to conform
to my ideals. (Neutral)
d8 Cast Out 6 Discovery. I can learn a lot from the
1 I committed an unforgivable crime world outside my former home. (Any)
2 I was falsely accused
3 I angered an influential figure
4 I failed an important task d6 Bond
5 I stole an object of great value 1 I still want the best for my people.
6 I faked my own death 2 I hope to return to my home one day.
7 I was an outsider among my people 3 I keep a prized memento to remind me
8 I left of my own free will of my former home.
4 I have contacts among my people with
Feature: Stranger in a Strange Land
whom I keep in touch.
Accustomed to being among people who do not share 5 I went into exile to escape the full
your ideals or culture, you have learned to quickly consequences of my actions, but I
adopt the mannerisms of the local peoples wherever still fear the punishment I am due.
you go. Even if your people are not normally 6 I am loyal to those who took me in.
encountered wherever you are, most people treat you
like a local unless they have a specific reason not to do d6 Flaw
so, and your race does not draw unwanted attention 1 I am easily enticed by the pleasures
from people with no strong feelings toward your race. of my new homeland.
2 I refuse to abandon or deviate from
Suggested Characteristics the customs of my people.
Some exiles are well suited to a life away from their 3 I continue act in ways which would
disappoint my people.
own kind, while others long to return home. Whether
4 I am overcome by shame for even minor
they seek to return home or not, the solitary nature of transgressions.
their life shapes their behavior. Many are driven to 5 I often forget the laws of my new
depression, anger, or insanity by their circumstances. homeland.
6 I find the culture of my new homeland
strange and disturbing.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 151
Orphan 4 I’m accustomed to doing things
alone, so I forget to ask for
Orphaned at a young age, someone took you in and help even if I know it’s
taught you everything that you know. Regardless of available.
your surrogate parent and your origins, this experience
defined your life.
d6 Ideal
1 Rebellion. My adopted parent’s
Skill Proficiencies: Your choice of two from among culture is anathema to me, and I
Animal Handling, Deception, Religion, Sleight of Hand, rail against it at every
and Survival opportunity. (Chaotic)
2 Stricture. My adopted parent
Tool Proficiencies: One type of Artisan’s tools or one
taught me the value of discipline
vehicle and order. (Lawful)
Languages: One of your choice 3 Charity. The charity of others
Equipment: A dagger, a hand-drawn map of the city saved me from a life of despair,
you grew up in, a set of common clothes, and a belt and I must pass that gift on to
pouch containing 10 gp others. (Good)
4 Jealousy. When I have little to
Adopted call my own, so I can’t let
You were taken in by a person or an organization which anyone threaten what little I
have. (Evil)
raised you to adulthood. You can decide who or what 5 Self-sufficiency. I need to be
raised you, or you can roll on the table below. able to stand on my own without
d8 Adopted depending on others. (Neutral)
1 A church or religious group 6 Family. Family is what I choose
2 A family with no children of to make it. (Any)
their own
3 An orphanage d6 Bond
4 A local artisan or craftsman 1 I carry a token of my original
5 A group of elderly spinsters family, and prize it above all.
6 A criminal organization 2 I carry a gift from my adoptive
7 A traveler or adventurer parent which was of little value
8 A local educator or sage to them, but which carries great
Feature: Charitable Spirit significance for me.
Wherever you go you can find others willing to shelter 3 I return to my adopted home as
and provide for you, least temporarily. This might be as often as I can manage.
4 I owe my adoptive parent a great
simple as sharing a tent and a heel of bread, or as debt which I may spend why whole
lavish as a stay in a well-appointed castle with a grand life attempting to repay.
feast. In any case, you can find a place to sleep and a 5 I care deeply for the safety and
meal from a willing host. Though the host won’t ask wellbeing of children.
you for payment in coin, they may expect you to repay 6 I hold onto hope that one day I
will be reunited with my birth
their kindness in other ways. family.
Suggested Characteristics
An orphan often feels lost in the world, and seeks out d6 Flaw
purpose and a sense of belonging. Whatever the 1 I resent whoever is responsible
circumstances of their parentage and adoption, being for making me an orphan.
raised by an adoptive family has a great effect on the 2 I fear abandonment by those I
consider friends or family.
orphan’s view of the world. 3 I resent the pity that others
d8 Personality Trait feel for me.
1 I don’t remember my original 4 I have trouble accepting gifts or
family, but I don’t miss them. assistance for fear of indebting
2 Someday I want to build a family myself to others.
of my own. 5 I fear scarcity, and hoard
3 I will go to great lengths to mundane objects like food.
care for my friends and family. 6 I am slow to accept new family
and friends

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 152
Emissary d6 Ideal
1 Peace. I seek permanent peace for
Tasked with a duty of great importance, you were sent my people. (Good)
away from your own lands to serve your people from 2 Conflict. I seek to bring my
afar as a representative. people to the glory of war.
(Evil)
Skill Proficiencies: Any two from among Deception, 3 Order. I seek to ensure that my
people are treated fairly in
Insight, Intimidation, and Persuasion. foreign lands. (Lawful)
Tool Proficiencies: One type of gaming set 4 Freedom. I seek to ensure that my
Languages: One of your choice people are free to do as they
Equipment: A set of fine clothes, a badge of office or please in foreign lands.
an official letter, and a purse containing 5 gp (Chaotic)
5 Isolationism. I seek to isolate
Mission my people from the outside world.
You were tasked with an important mission which you (Neutral)
6 Trade. I seek to open trade with
must complete before returning home. You can decide other peoples. (Any)
what your mission is, or you can roll on the table
below.
d6 Bond
d8 Mission 1 I must complete my mission at any
1 Negotiate Peace cost.
2 Declare War 2 I wear a badge of office with
3 Permanent Ambassador great pride.
4 Espionage 3 My good reputation among foreign
5 Exploration peoples is crucial to my duties.
6 Establish Trade Relations 4 I have someone at home who I
7 Cultural Exchange can’t see until I complete my
8 Academic Exchange mission, but I miss them dearly.
Feature: Demand Audience 5 I am emotionally close to the
Your status as an emissary allows you to gain an person to whom I was sent as an
emissary.
audience with suitable authorities, dignitaries, or major 6 I am enamored with a culture
figures, so long as the subject is not personally hostile foreign to my own, and after
toward you. While the subject is not forced to completing my mission I hope to
acquiesce to any requests or demands you might remain among them.
make, they will meet with you at the very least.
Suggested Characteristics d6 Flaw
1 The wellbeing of my own people is
Emissaries are as diverse as the people they represent. my sole concern.
Some are sent to negotiate peace or trade, while 2 I take great offense to even the
others are sent to deliver declarations of ware. An most innocent faux pas.
emissary’s methods, motives, and behavior greatly 3 I openly mock the social customs
influence how they interpret their mission. of other cultures.
4 I flaunt activities which are
D6 Personality Trait acceptable in my own culture, but
1 I am very important and everyone taboo in others.
should treat me well. 5 I am utterly incapable of
2 My people’s culture is clearly understanding foreign cultures.
superior to others. 6 I assume that others adhere to my
3 I can learn many things from people’s culture without any
other cultures which will help my evidence that will do so.
people.
4 I collect mundane customs of
foreign lands like trophies.
5 I share the customs of my people
with others every chance I get.
6 I love to share stories of my
friends and family back home.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Races 153

You might also like