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(Homebrew) Monstrous Races 1.3
(Homebrew) Monstrous Races 1.3
(Homebrew) Monstrous Races 1.3
VERSION 1.3
CREDITS
Designer: Kittenhugs
D&D and related product names are property of Wizards of the Coast.
Monstrous Races - D&D 5th Edition Homebrew
Alignment. Bugbears are violent and self-centered. Languages. You can speak, read, and write Common
They are often chaotic and often evil. and one other language of your choice.
Size. Bugbears are a bit larger than humans. Your size Four Legs. You have advantage on ability checks and
is Medium. saving throws to avoid being moved or knocked
prone. Given a running start of 10 feet or more, you
Speed. Your base walking speed is 30 feet. can long jump twice your normal running long jump
Darkvision. You can see in dim light within 60 feet of distance, which is normally equal to your Strength
you as if it were bright light, and in darkness as if it score.
were dim light. You can’t discern color in darkness, Hunting Weapons. You have proficiency in longbows,
only shades of gray. spears, and pikes.
Languages. You can speak, read, and write Common Powerful Build. You count as one size larger when
and Goblin. determining your carrying capacity and the weight
Brute. When you critically hit with a melee weapon, it you can push, drag, or lift.
deals one extra die of damage. Trampling Hooves. You can make a hoof attack as a
Bugbear Weapon Training. You have proficiency with melee weapon attack that you are proficient with,
morningstars and javelins. dealing 1d6 bludgeoning damage. You can move
through a hostile creature’s space if it is your size or
smaller and is prone, though the space is still
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Monstrous Races - D&D 5th Edition Homebrew
considered difficult terrain. While in its space, you have advantage on Survival (Wisdom) checks to track
can make a hoof attack against the prone creature as it.
a bonus action.
GOBLINS
GNOLLS These small, selfish humanoids infest caves and caves
These hyena-like creatures trace their origins back to in large numbers. They are enslaved and bullied by
the demon lord Yeenoghu. They are nomadic hunters their larger cousins, who see them as cannon fodder.
and pillagers, emerging from the wilderness to
Ability Score Increase. Your Dexterity score increases
plunder and slaughter before moving on. On rare
by 2, and your Constitution score increases by 1.
occasion, a gnoll may be found as a cub and raised
within more civilized societies. These gnolls often feel Age. Goblins can live as long as humans, but they are
the call of the wild in the back of their minds, aspiring generally too dumb to do so. Few live past 30.
to see the wide world outside their childhood
experience. Exiles also rarely venture out of the Alignment. Goblins are selfish, lazy creatures. They
wilderness, seeking survival among people who vilify tend towards neutral but are often evil.
them. Size. Goblins stand at around 3 feet tall and weigh
Ability Score Increase. Your Strength score increases around 40 pounds. Your size is Small.
by 2, and your Dexterity score increases by 1. Speed. Your base walking speed is 30 feet.
Age. Gnolls reach maturity at around 8 years of age, Darkvision. You can see in dim light within 60 feet of
but they only live to around 50 years of age. you as if it were bright light, and in darkness as if it
Alignment. Gnolls in the wild often tend toward were dim light. You can’t discern color in darkness,
chaotic and evil alignments, fighting each other and only shades of gray.
others for survival. Languages. You can speak, read, and write Common
Size. Gnolls can grow up to 7 feet tall and typically and Goblin.
weigh around 250 pounds. Your size is Medium. Clever Cowardice. You can attempt to hide even
Speed. Your base walking speed is 30 feet. when you are obscured only by a creature that is at
least one size larger than you.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Goblin Weapon Training. You have proficiency with
were dim light. You can’t discern color in darkness, scimitars and shortbows. You also have proficiency
only shades of gray. with light armor.
Languages. You can speak, read, and write Common Lurker. You have proficiency in the Stealth skill.
and Gnoll. Nimble Escape. When a creature misses you with a
Rampage. When you reduce a creature to 0 hit points melee attack, you can you use your reaction to move
with a melee attack on your turn, you can take a up to half your speed.
bonus action to move up to half your speed and make
a melee weapon attack.
HOBGOBLINS
These goblinoids are bred for war. They are proud
Vicious Bite. You can make a bite attack as a melee and strong, fighting settlers on the borders of
weapon attack that you are proficient with, dealing civilization to maintain their martial culture. They
1d4 piercing damage. have minds attuned for discipline and the tactics of
combat, and they adhere to strict ideologies of
Wild Hunter. You have proficiency in the Survival
personal strength. While not common, individuals
skill. If you have a sample of a creature’s blood, you
may venture out of their rank, by choice or by exile,
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Monstrous Races - D&D 5th Edition Homebrew
and take up a life of adventuring to strengthen Age. Kobolds reach maturity quickly and can live to
themselves in combat. be more than a century. Most, however, are doomed
to die before their teen years.
Ability Score Increase. Your Strength score increases
by 2, and your Constitution score increases by 1. Alignment. Kobolds often worship chromatic dragons
and, thus, tend toward evil. In the societies of other
Age. Hobgoblins can live roughly as long as humans,
races, they are looked down upon, mocked, and
but few ever do.
attacked, leaning them towards chaotic alignments.
Alignment. Hobogblins cherish the tradition of
Size. Kobolds are no bigger than gnomes or halflings.
warfare, often being lawful; however, they also relish
Your size is Small.
in the destruction of their enemies and the weak,
pushing them towards evil. Speed. Your base walking speed is 30 feet.
Size. Hobgoblins stand about as tall as humans. Your Darkvision. Kobolds usually spend most of their lives
size of Medium. underground. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
Speed. Your base walking speed is 30 feet.
were dim light. You can’t discern color in darkness,
Darkvision. Being related to goblins, hobgoblins have only shades of gray.
an uncanny ability to see in the dark. You can see in
Sunlight Sensitivity. You have disadvantage on attack
dim light within 60 feet of you as if it were bright
rolls and on Wisdom (Perception) checks that rely on
light, and in darkness as if it were dim light. You can’t
sight when you, the target of your attack, or
discern color in darkness, only shades of gray.
whatever you are trying to perceive is in direct
Languages. You can speak, read, and write Common sunlight.
and Goblin.
Languages. You can speak, read, and write Draconic
Honor in Battle. You have advantage on saving and Common.
throws against being frightened.
WARREN-RAISED
Hobgoblin Military Training. You have proficiency Most kobolds hail from large tribes that live deep
with longswords, javelins, and longbows. You also underground.
have proficiency with light and medium armor.
Ability Score Increase. Your Constitution score
Martial Advantage. You become especially deadly increases by 1.
alongside your allies. Once per turn, you can deal an
Trap Mastery. You have advantage on Wisdom
extra 1d6 damage to a creature you hit with a
(Perception) checks to notice traps and on
weapon attack if that creature is within 5 feet of an
Intelligence (Investigation) checks to discover how
ally of yours that isn’t incapacitated.
they work. You also have advantage on rolls to
disable traps.
KOBOLDS
These lizard-like creatures inhabit many old mines Tunneler. You have proficiency in mason’s tools.
and ruins. Kobolds do not often stray from their tribe.
Some, however, seek out a greater destiny, outside Warren Weapon Training. You have proficiency with
their underground warrens. daggers, slings, and light crossbows.
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Monstrous Races - D&D 5th Edition Homebrew
the dragon of their bloodline, as well as taking on Vicious Bite. You can make a bite attack as a melee
some of its traits. weapon attack that you are proficient with, dealing
1d6 piercing damage.
Ability Score Increase. Your Charisma score increases
by 1. Wild Survivor. You have proficiency in the Survival
skill.
Age. Dragonwrought kobolds can live for several
centuries without succumbing to old age. MIND FLAYERS
Draconic Sorcery. You know one Sorcerer cantrip of These creatures are psionic tyrants, plaguing
your choice. You also know one 1st-level Sorcerer countless planes. They are humanoid, with four
spell of your choice, which you can cast once per day. strange tentacles coming from their face. They
sustain themselves on humanoid brains, absorbing
Damage Resistance. Choose one type of dragon from memories and psychic energy. Though normally
the Draconic Ancestry table (PHB pg. 34). You have hivemind creatures, some illithids will go rogue, and a
resistance to the listed damage type. very small number become adventurers, seeking
new, strange minds to devour.
LIZARDFOLK
These primitive, reptilian humanoids lurk in swamps Ability Score Increase. Your Intelligence increases by
and jungles around the world. They often build 2, and your Charisma scores increases by 1.
villages of simple huts, doing what they must to
Age. Mind flayers can live well over 200 years.
survive. Morality is entirely alien to them. Some set
out from their damp home to take up the mantle of Alignment. Mind flayers subsist on the brains of
adventurer, seeking a greater destiny than a simple humanoids, and many take pleasure in doing so,
hut of mud and sticks. pushing them toward evil.
Ability Score Increase. Your Strength score increases Size. Mind flayers stand over 6 feet tall. Your size is
by 2, and your Constitution score increases by 1. Medium.
Age. Lizardfolk reach maturity at around 12 years of Speed. Your base walking speed is 30 feet.
age but rarely live past 50.
Superior Darkvision. You can see in dim light within
Alignment. Lizardfolk care little for anything but 120 feet of you as if it were bright light, and in
themselves, doing anything to survive. They are darkness as if it were dim light. You can’t discern
usually neutral. color in darkness, only shades of gray.
Size. Lizardfolk stand a bit taller than humans. Your Languages. You can speak, read, and write Common
size is Medium. and Deep Speech.
Speed. Your base walking speed is 30 feet. You have a Extract Brain. If you are grappling an incapacitated
swim speed of 30 feet. creature that has a brain and has 0 hit points, you can
use your action to kill the creature and extract its
Languages. You can read, write, and speak Common
brain.
and Draconic.
Natural Psionics. Once you reach 3rd level, you gain
Hold Breath. You can hold your breath for up to 15
the ability to cast detect thoughts. Your spellcasting
minutes.
modifier for this ability is Intelligence. You cast this
Natural Armor. You have a +1 bonus to AC from spell innately, requiring no material components.
natural armor.
Once you cast this spell, you can’t cast it again
through this feature until you complete a short or
long rest.
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Monstrous Races - D&D 5th Edition Homebrew
Mind Blast. You can send out a psionic blast in a 30- were dim light. You can’t discern color in darkness,
foot cone. Creatures within the cone must make an only shades of gray.
Intelligence saving throw with a DC of 8 + your
Languages. You can speak, read, and write Common
Intelligence modifier + your proficiency bonus. On a
and Abyssal.
failed save, a creature takes 1d8 plus your
Intelligence modifier in psychic damage and is Gore. You can make a gore attack with your horns as
stunned until the end of its next turn. This damage a melee weapon attack that you are proficient with,
increases by 1d8 every five levels after 1st, to a dealing 1d8 piercing damage.
maximum of 4d8 at 16th level.
Labyrinthine Recall. You can perfectly recall any path
Once you use this feature, you can’t use it again until you have traveled.
you complete a short or long rest.
Natural Armor. You gain a +1 bonus to AC from
Specialized Diet. If you go more than a week without natural armor.
devouring a fresh humanoid brain, you gain one level
of exhaustion. You can subsist on lesser brains, but Natural Athlete. You have proficiency in the Athletics
require ten times as many to sustain yourself. skill.
Telepathy. You can communicate telepathically out Powerful Build. You count as one size larger when
to a range of 60 feet. You communicate through determining your carrying capacity and the weight
concepts and imagery and do not require a common you can push, drag, or lift.
language, though you can only communicate with
creatures intelligent enough to understand you.
MODRONS, ROGUE
Modrons originate from the plane of Mechanus. They
Tentacles. You can attempt a grapple with your face follow the absolute commands of Primus and spread
tentacles even when both of your hands are full. You order throughout the multiverse. Those who go
can only grapple one target in this way. rogue sometimes take up adventuring, exploring the
world at their own whim.
MINOTAURS
These bull-like creatures fill many legends. They often Ability Score Increase. Your Constitution score
inhabit labyrinthine dungeons, ancient woods, and increases by 2, and your Intelligence score increases
desolate ruins. Some, however, seek more, venturing by 1.
out for life as an adventurer. Age. Modrons are created, not born, and do not age.
Ability Score Increase. Your Strength score and Alignment. Rogue modrons are often unpredictable,
Constitution score both increase by 2. going toward chaotic, neutral alignments.
Age. Minotaurs can live to be quite ancient, possibly Size. Modrons are around 5 to 6 feet tall. Your size is
several centuries if they have a stable food source. Medium.
Alignment. Minotaurs tend toward chaotic Speed. Your base walking speed is 30 feet.
alignments.
Truesight. Rogue modrons lose the full power of their
Size. Minotaur adventurers tower over their human original truesight ability. However, they can still see
and elf comrades, over 7 feet tall. Your size is in darkness out to a range of 60 feet, and within that
Medium. range they have advantage on all sight-based
Speed. Your base walking speed is 30 feet. Wisdom (Perception) checks and advantage on saving
throws against illusions.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Languages. You can speak, read, and write Common
and Modron.
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Monstrous Races - D&D 5th Edition Homebrew
Axiomatic Mind. Though no longer drones, rogue Languages. You can speak, read, and write Common
modrons are still quite hard-headed and set in their and Sylvan.
ways. You have advantage on saving throws to avoid
Fey Creature. You count as a fey for the purpose of
being charmed or frightened.
effects that specify them.
Disintegration. If you die, your body disintegrates
Fey Spell Resistance. You have advantage on all
into dust, leaving your weapons and other belongings
Intelligence, Wisdom, and Charisma saving throws
behind.
against magic.
Living Construct. Despite being a construct, you are
Fey Spellcasting. You can cast druidcraft and dancing
affected normally by effects that normally do not
lights at will. You can cast sleep and entangle once
effect constructs. You otherwise count as a construct
each per day. Once you reach 3rd level, you can cast
for the purpose of effects that specify them.
phantasmal force once per day. Once you reach 5th
Mechanical Limbs. You have an extra set of limbs. level, you can cast dispel magic once per day. Once
Choose one of the following options. You gain the you reach 7th level, you can cast polymorph once per
described features. day, though the form you polymorph a creature into
cannot have a CR above half your level. Your
Extra arms: You have an extra pair of arms. You can
spellcasting ability for these spells is Charisma. You
use one pair of your arms as a normal humanoid
innately cast these spells, requiring only your own
would, while your other set can be used to perform
pixie dust as a component.
the Use an Object action or attempt a grapple, shove,
or similar action. If using all four arms, you have Size Change. As an action, you can change your size
advantage on Strength (Athletics) checks to push or between Tiny and Small. Your equipment changes
pull something. size with you. While Tiny, you cannot cast spells
except for cantrips and the spells you cast with Fey
Wings: You have a set of mechanical wings. You gain
Spellcasting, you gain a fly speed of 30 feet, your
a flight speed of 30 feet.
walking speed is reduced to 10 feet, and you have
Natural Armor. You gain a +1 bonus to AC from advantage on Dexterity (Stealth) checks. All weapon
natural armor. and spell damage you deal while Tiny is halved.
Objects that change size with you return to normal
PIXIES size if they are more than 30 feet away from you for
Fey are often quite isolationist; pixies are an more than 1 minute.
exception. Some pixies change to a more manageable
size to interact with human and elven societies, and THRI-KREEN
on occasion these friendly beings strike out for These insect-like humanoids wander the deserts and
adventure and excitement. savannas of the world, avoiding other races. They
have limited language abilities and have limited
Ability Score Increase. Your Dexterity score increases emotions. However, a select few choose to wander
by 1, and your Charisma score increases by 2. into civilization and experience the creations of other
Age. Pixies mature and age similar to gnomes. races.
Alignment. Pixies are naturally friendly, leaning All Thri-kreen gain the following properties:
toward good and avoiding harming others. Ability Score Increase. Your Dexterity score increases
Size. Pixies that inhabit humanoid societies use their by 2.
shapeshifting abilities to grow taller, often between 2 Age. Thri-kreen rarely live past thirty years.
and 3 feet tall. Your size is Small.
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Monstrous Races - D&D 5th Edition Homebrew
Alignment. Thri-kreen, experiencing little emotion, communicate, finding a much easier time in other
tend toward neutral alignments. societies than their near-mute brethren.
Ability Score Increase. Your Constitution score Alignment. Thri-kreen, experiencing little emotion,
increases by 1. tend toward neutral alignments.
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Monstrous Races - D&D 5th Edition Homebrew
Four Arms. You have two sets of arms. You can use adventure and discover a world largely unprepared
one pair of these limbs as a normal humanoid would, for their kind.
while your other set can be used to perform the Use
All undead gain the following properties:
an Object action or attempt a grapple, shove, or
similar action. If using all four arms, you have Age. Awakened undead do not age, but they are
advantage on Strength (Athletics) checks to push or susceptible to rot and fungal growth. Their bodies
pull something. require regular upkeep.
Sleepless. You do not require sleep, allowing you to Alignment. Awakened undead are an enigma, whose
remain active and alert while resting. goals vary widely.
Standing Leap. Your long jump is up to 30 feet and Size. In your past life, you were an elf, a dwarf, a
your high jump is up to 15 feet, with or without a human, or some similar humanoid. Your size is
running start. Medium.
Thri-kreen Weapons. You have proficiency with the Speed. Your base walking speed is 30 feet.
gythka and chatkcha. These weapons’ statistics can
be found in the thri-kreen entry in the Monster Darkvision. You can see in dim light within 60 feet of
Manual on page 288. you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness,
OPTIONAL FEAT only shades of gray.
If your DM allows the use of feats, your thri-kreen
Languages. You can speak, read, and write Common
character has access to the following special feat.
and one other language of your choice, usually the
THRI-KREEN PSIONICS one you knew in your past life.
Prerequisite: Thri-kreen
Awakened Form. You are affected normally by
You can cast mage hand at will. The hand is invisible. effects that normally do not affect undead. You
Once you reach 3rd level, you can cast blur and magic otherwise count as undead for the purpose of effects
weapon, once each per day. Once you reach 5th level, that specify them.
you gain the ability to cast invisibility, targeting only
Bound Soul. If you die, you cannot be revived
yourself, once per day. Your spellcasting ability for
through means other than animate dead, true
these spells is Wisdom. You can cast all of these spells
resurrection, or wish. If revived by animate dead, you
innately, requiring no components.
are bound to the orders of the caster as any skeleton
You also gain the ability to communicate or zombie would be, as by the description of the
telepathically out to a range of 60 feet. You spell. If you are revived by true resurrection, you lose
communicate through concepts and imagery and do the racial features from being an awakened undead
not require a common language, though you can only and gain the racial features of the form from your
communicate with creatures intelligent enough to past life. A wish spell can restore you to either your
understand you. awakened undead form or to your past life’s form, by
the caster’s choice.
UNDEAD, AWAKENED
No Pulse. You are immune to poison damage and
Undead creatures are feared and vilified by most, and
being poisoned.
most are either driven by hatred, hunger, or are
under the control of a wizard with no sense of right Past Life. Choose a humanoid race whose members
or wrong. A small number, however, somehow are of Medium size. This race is the form of your past
manage to survive and change, gaining sentience, life.
sapience, their own goals and desires. They become
the awakened undead. Some of them set out to
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Monstrous Races - D&D 5th Edition Homebrew
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Monstrous Races - D&D 5th Edition Homebrew
Human head and body with snakes for arms: You can
make a bite attack with one of your “hands,” treated
as a melee weapon attack you are proficient with
dealing 1d4 piercing damage. If you hit with your bite
attack, you can attempt to grapple the target of the
attack.
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