Water Weird increase one of its ability increases. If you want to
weaken the water weird, remove one of the ability
Water weirds are sneaky ambush attackers, but they’re increases.
severely limited by their inability to wear armor or
move on land. Consider classes like barbarian or monk Wight
which will offer you alternate sources of AC, and do
your best to mitigate your inability to walk. Also The undead bodies of mortals who cried out to evil
consider classes like rogue which can take advantage of forces to escape the moment of their death.
your Warer Camouflage.
Wight Traits
Water weirds are bound to specific bodies of water.
Discuss how this would work with your DM. In an Wights share the following racial traits.
aquatic campaign this will rarely be an issue, but in a Creature Type. Undead. You don’t require air, food,
land-based campaign you might need to do something
strange like roll around in a barrel. drink, or sleep. Instead, you enter a restful state,
remaining semiconscious, for 4 hours a day. While
Design Notes resting, you can dream after a fashion; such dreams are
reflexive mental exercises inherent to your
Water weirds are very similar to water elementals with consciousness. After resting in this way, you gain the
a few minor differences. They’re also bound to the same benefit that a human does from 8 hours of sleep.
body of water which they guard, which presents some
problems at the table. Ability Score Increase. +1 to any two of Strength,
Dexterity, and Constitution.
Water weirds are elementals, costing 1 BP.
The water weird’s two best abilities are Strength and Alignment. Vile creatures who feed on the life force
Dexterity, so we’ll grant +1 to each for 2 BP. of other living mortals, most wights are neutral evil.
From the stat block, we get medium size (down from
large), 0 ft. walking speed for -3 BP, 50 ft. swim speed Size. Your size is medium.
(down from 60 ft.) for 2 BP, resistance to fire for 2 BP, Speed. Your base walking speed is 30 ft.
Poison Immunity for 2 BP, immunity to the exhaustion, Darkvision. You can see in dim light within 60 feet of
grappled, paralyzed, restrained, prone, and you as if it were bright light, and in darkness as if it
unconscious conditions for 3 BP, only racial languages were dim light. You can’t discern color in darkness, only
for -1 BP and no ability to speak for -1 BP. We’ll drop shades of gray.
blindsight to conserve BP. Water weirds have no hands Life Drain. You are proficient with your unarmed
for -2 BP, and we’ll set their natural weapons to 1d8 strikes, which deal 1d4 necrotic damage on a hit.
damage for 2 BP. Water weirds can’t wear armor for -3 Poison Immunity. You are immune to poison
BP. damage, and immune to the poisoned condition.
That brings our total to 4 BP before we consider the Sunlight Sensitivity. You have disadvantage on
water weirds remaining abilities. We’ll add Grab for 2 attack rolls and on Wisdom (Perception) checks that
BP to replace the remaining effects of Constrict. rely on sight when you, the target of your attack, or
Granting players perpetual invisibility in water will whatever you are trying to perceive is in direct
make the water weird too good in water-heavy sunlight. You have disadvantage on attack rolls and on
campaigns, so we’ll replace it with Chameleon Skin for Wisdom (Perception) checks that rely on sight when
2 BP. you, the target of your attack, at whatever you are
Water Bound presents a serious limitation and trying to perceive is in direct sunlight.
several questions. How do we define “destroyed” for Undead Resilience. You have resistance to necrotic
these purposes? Can you evaporate a water weird’s damage. You are immune to the exhaustion and
pool? What happens when you dump it into a larger poisoned conditions, and to poison damage.
source of water? Can the water weird live in a barrel? Languages. You can speak, read, and write in
We’ll leave the ability unchanged and not assess a BP Common and one other language of your choice which
value. you spoke in life.
At 8 BP, the water weird is below our target range of
8-10 BP. It’s a problematic option since it’s bound to a Playing a Wight
body of water, so be cautious about including one in
your games. If you want to strengthen the water weird, Wights excel in melee combat. They can increase any
two of their physical ability scores, and Undead
Resilience provides several useful defenses. Between
Darkvision and Sunlight Sensitivity you will function
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Races 201
better at night or underground, so avoid fighting in mental exercises inherent to your consciousness. After
sunlight. resting in this way, you gain the same benefit that a
human does from 8 hours of sleep.
Wights remember their previous lives. Consider who
your character was in life, and what compelled them to Ability Score Increase. +2 Dexterity.
call out to dark powers and become a wight instead of Alignment. Evil creatures that prey on the suffering
facing death. Wights hate the living, seeking to snuff of others, most will-o’-wisps are chaotic evil.
out the spark of life in other creatures. You will fit well Size. Your size is small.
into any evil party that spends a lot of time killing Speed. Your base walking speed is 0 ft.
things. Consume Life. As a bonus action, you can target one
creature it can see within 5 feet of it that has 0 hit
Design Notes points and is still alive. The target must succeed on a
DC Constitution saving throw against this magic or die.
Wights are an excellent undead to convert into a The DC of this saving throw is 8 + your proficiency
playable race. They’re mechanically simple with a cool bonus + your Constitution bonus. If the target dies you
flavor, and they use items like a normal humanoid. may spend a hit die to heal yourself, and you are
nourished as though had eaten enough food for a
Wights are undead, costing 1 BP. week. If the creature fails the save and rolls a natural 1,
With the exception of Intelligence and Wisdom, all of a new will-o-wisp forms in the space initially indifferent
the wight’s abilities are excellent, making it difficult to the creature’s body. This will-o’-wisp is neutral to the
decide which abilities to increase. Wights seem more player and their allies, and doesn’t need to eat for a
like martial creatures than spellcasters, so we’ll grant week after its creation.
them the option of +1 to any two physical ability Darkvision. You can see in dim light within 60 feet of
scores. +1 to any two is normally 3 BP, but we’ll call it you as if it were bright light, and in darkness as if it
2.75 BP since we’re limiting them to physical abilities. were dim light. You can’t discern color in darkness, only
From the stat block, we get medium size, 30 ft. shades of gray.
walking speed, resistance to necrotic damage for 2 BP, Ephemeral. You can't wear or carry anything,
Poison Immunity for 2 BP, condition immunity to including weapons, armor, shields, etc. In addition,
exhaustion for 0.5 BP, Darkvision for 2 BP, Common for your Strength score may not exceed 1.
0 BP plus another flexible language for 0.5 BP, and Flight. You have a flying speed of 30 feet.
sunlight sensitivity for -2 BP. Hidden Step. As a bonus action, you can magically
That brings us to 8.75 BP before we consider the turn invisible until the start of your next turn or until
wight’s Life Drain. We’ll need to drop the zombie you attack, make a damage roll, or force someone to
mechanic, but we can grant a 1d4 necrotic damage make a saving throw.
natural weapon for 1 BP. After you use this ability, you can't use it again until
At 9.75 BP, the wight is within our target range of 8- you complete a short or long rest.
10 BP. It’s a simple option for people hoping to play Ignited Illumination. As a bonus action, you can
undead without any abilities that could unbalance the cause yourself to glow or extinguish your light. While
game despite several excellent traits. If you want to glowing, you shed bright light in a 10-foot radius and
strengthen the wight, add Charisma to the three dim light for an additional 10 feet. While extinguished,
existing options for ability score increases. If you want you cast light less than that of a candle.
to weaken the wight, remove one of its two +1 ability Shock. As an action, you may shock a creature within
increases or remove its natural weapons. reach. Make a melee spell attack against the target. On
a hit, the target takes 1d8 lightning damage. The
Will-o’-Wisp damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8). Wisdom is
Evil spirits that lead mortals to their doom and feed on your spellcasting ability for this attack.
their dying souls. Languages. You can speak, read, and write in
Common and one other language of your choice which
Will-o’-Wisp Traits you spoke in life.
Will-o’-wisps share the following racial traits.
Creature Type. Undead. You don’t require air, drink,
or sleep. Instead, you enter a restful state, remaining
semiconscious, for 4 hours a day. While resting, you
can dream after a fashion; such dreams are reflexive
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Races 202
Playing a Will-o’-Wisp undead which actually need to eat, and Consume Life
allows them to do so while also providing a healing
Will-o’-wisps are complicated creatures. They are ability. While the stat block doesn’t explain it, this is
unable to use weapons or armor, and with no natural also how will-o’-wisps reproduce. Unfortunately,
armor they are very frail. Their only means to attack is granting this ability without a cap on usage will open
their Shock ability, which requires them to be in melee up potential abuse cases. If we require the wisp to use
reach. Because Shock is a spell attack, you won’t be a hit die for the healing, I think we can call this ability 1
able to take advantage of abilities like Sneak Attack, BP. We’ll allow this to feed the wisp for a week so that
and without the ability to hold a spellcasting foci you they don’t need to kill daily to survive, and we’ll allow
may have trouble playing a spellcaster. the wisp to create additional wisps if the victim rolls a
natural 1 to resist.
Will-o’-wisps are one of the few types of undead that
need to eat. Consume Life will sustain you for a week, With no ability to use weapons, the will-o’-wisp is
so be sure that you never wander too far away from dependent on Shock to attack. It’s a spell attack that
something that you can feed upon when the need deals lightning damage, so we’ll re-skin the shocking
arises. Joining a party of adventurers, especially an evil grasp cantrip (dropping the Advantage mechanic) for
one which doesn’t hesitate to kill, is a good way to gain 0.5 BP. It’s not clear which ability backs the wisp’s
a reliable source of sustenance. attack bonus, but it appears to be Wisdom.
Design Notes At 10 BP, the will-o’-wisp is at the top of our target
range of 8-10 BP. The race has several complicated
Will-o’-wisps are tiny evil death balls. They have a ton mechanics, and may presents difficulties in your game.
of resistances, several condition immunities, and If you want to strengthen the will-o’-wisp, allow it to
Incorporeal Movement. We’ll need to make serious cast spells as though it were holding a spellcasting
cuts to make them playable, but fortunately they only focus. If you want to weaken the will-o’-wisp, limit
have a few unique abilities. Consume Life to once per short rest or reduce its
Dexterity increase.
Will-o’-wisps are undead, costing 1 BP.
Will-o’-wisps have the highest Dexterity score in the Wraith
monster manual, so we’ll grant them +1 Dexterity for 1
BP. Malice incarnate, wraiths are undead creatures bent
From the stat block, we get tiny size for -1.5 BP, 0 ft. on the end of all life.
fly speed for -3 BP, 40 ft. fly speed (down from 50 ft.)
for 5 BP, damage resistance to lightning (down from Wraith Traits
immunity) and necrotic damage for 4 BP, Poison
Immunity for 2 BP, condition immunities to exhaustion, Wraiths share the following racial traits.
grappled, paralyzed, prone, restrained, and Creature Type. Undead. You don’t require air, food,
unconscious for 3 BP, and Darkvision 60 ft. (down from
120 ft.) for 2 BP. We’ll drop the remainder of the wisp’s drink, or sleep. Instead, you enter a restful state,
resistances to save BP. We’ll allow wisps to speak remaining semiconscious, for 4 hours a day. While
Common plus one flexible language for 0.5 BP. resting, you can dream after a fashion; such dreams are
That brings us to 14 BP before we consider the reflexive mental exercises inherent to your
wisp’s remaining abilities. We’ll replace Invisibility with consciousness. After resting in this way, you gain the
Hidden Step for 2 BP, and we’ll grant Illumination with same benefit that a human does from 8 hours of sleep.
the ability to toggle it for 0.5 BP.
Ephemeral is really interesting. We’ve tackled races Ability Score Increase. +1 Dexterity, +1 Constitution.
with no hands and no ability to wear armor, but an Alignment. Existing solely to extinguish all life, most
absolutely inability to carry things. That’s a pretty wraiths are neutral evil.
serious handicap for an adventurer who needs to do Size. Your size is medium.
things like open doors and carry McGuffins. We’ll cap Speed. Your base walking speed is 0 ft.
the Will-o’-wisp’s Strength at 1 and call the Ephemeral Bereft of Body. You are unable to wear armor, but
a total of -7 BP (two worse than no hands and no may still use shields.
armor). Darkvision. You can see in dim light within 60 feet of
Consume Life combines several important aspects of you as if it were bright light, and in darkness as if it
the will-o’-wisp. Wisps are among the notable few were dim light. You can’t discern color in darkness, only
shades of gray.
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Races 203
Flight. You have a flying speed of 30 feet, and can weapon attack. We’ll treat it as a natural weapon
hover.. To use this speed, you can’t be wearing dealing 1d6 necrotic damage for 1.5 BP.
medium or heavy armor.
At 12 BP, the wraith is at the top of our target range
Life Drain. You are proficient with your unarmed of 8-10 BP. It’s very durable, not particularly exciting. If
strikes, which deal 1d6 necrotic damage on a hit. you want to strengthen the wraith, allow it to choose
between a Constitution increase or a Charisma
Sunlight Sensitivity. You have disadvantage on increase. If you want to weaken the wraith, reduce its
attack rolls and on Wisdom (Perception) checks that natural weapon damage.
rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct Wyvern
sunlight. You have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when Beastly creatures related to true dragons, wyverns are
you, the target of your attack, at whatever you are powerful hunters with a deadly poison sting.
trying to perceive is in direct sunlight.
Wyvern Traits
Undead Resilience. You have resistance to necrotic
damage. You are immune to the exhaustion, grappled, Wyverns share the following racial traits.
paralyzed, petrified, poisoned, prone, and restrained Creature Type. Dragon
conditions, and to poison damage. Ability Score Increase. +2 Strength, +1 Constitution.
Alignment. Usually unintelligent creatures, most
Languages. You can speak, read, and write in
Common and one other language of your choice which wyverns are neutral.
you spoke in life. Size. Your size is medium.
Speed. Your base walking speed is 20 ft.
Playing a Wraith Darkvision. You can see in dim light within 60 feet of
Wraiths are nimble and durable. They make excellent you as if it were bright light, and in darkness as if it
fighters, rangers, and rogues. Take advantage of your were dim light. You can’t discern color in darkness, only
flight to out-maneuver your foes. shades of gray.
Wraiths seek the end of all life, so it makes the most Flight. You have a flying speed of 30 feet. To use this
sense to include them in a party of undead, or at least speed, you can’t be wearing medium or heavy armor.
in a party of characters with deeply evil goals.
Natural Armor. While unarmored, your AC is equal
Design Notes to 13 + your Dexterity modifier.
Wraiths face similar challenges to other incorporeal No Hands. You are unable to wield weapons or wear
creatures like the banshee, but their special abilities shields, and cannot use items which require
aren’t particularly difficult to handle. manipulation, including spellcasting foci, wands, tools,
etc.
Wraiths are undead, costing 1 BP.
The wraith’s abilities are almost all good, so it’s hard Stinger. You are proficient with your unarmed
to decide which to increase. Dexterity and Constitution strikes, which deal 1d4 piercing damage and 1d4
are the wraith’s best, so we’ll grant +1 to each for 2 BP. poison damage on a hit.
From the stat block, we medium size, 0 ft. walking
speed for -3 BP, 30 ft. fly speed (down from 60 ft.) for 4 Languages. You can speak and read in Common.
BP, Hover for 2 BP, resistance to necrotic damage
(down from immunity) for 2 BP, Poison Immunity for 2 Playing a Wyvern
BP, condition immunities to exhaustion, grappled,
paralyzed, petrified, prone, and restrained for 3 BP, Wyverns are strong and durable, but lack special
Darkvision for 2 BP, Common plus one flexible abilities. Consider classes which can capitalize on the
language for 0.5 BP, and Sunlight Sensitivity for -2 BP. wyvern’s traits like barbarian and fighter.
We’ll drop the wrath’s other resistances and condition
immunity to charmed to save BP. We’ll disallow armor Like many other creatures, being awakened has a
for -3 BP. great deal of influence of your character’s personality.
That brings us to 10.5 BP. The only remaining ability Consider what effect granted your character superior
is Life Drain. Most creatures with similar abilities make intelligence, and how that effect shaped your
them as spell attacks, so it’s unusual that this is a character’s personality.
Design Notes
Wyverns are a poor-man’s dragon, bigger than a
pseudodragon but far less magical. It has no unique
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Races 204
abilities, which makes it very easy to design. Wyverns If you have Extra Attacks, when you take the Attack
are unusually intelligent for beasts, but they’re still action you may make each of your attacks using any
subject to being awakened so we’ll treat them as such. weapon you are holding.
Wyverns are dragons, costing 0.5 BP but offering no When you take the Attack action and attack with a
specific traits. weapon which qualifies for use with two-weapon
fighting, you can use a bonus action to attack with a
Like many beasts and similar creatures, the wyvern’s different qualifying weapon. You don’t add your ability
best abilities are Strength and Constitution, so we’ll modifier to the damage of the bonus attack unless the
grant +2 Strength and +1 Constitution for 3 BP. modifier is negative or you have an ability which allows
you to add your ability modifier to the bonus attack
From the stat block, we get medium size (down from granted by two-weapon fighting. If you choose to make
large), +3 natural armor for 1.5 BP, 20 ft. walking speed this additional attack, you may not benefit from using a
(up from 20 ft.) for -1 BP, 40 ft. fly speed (down from shield until the beginning of your next turn.
80 ft.) for 5 BP, Darkvision for 2 BP. Since we’re
treating the wyvern as awakened, we’ll allow it to If you use a weapon with the Heavy property or use
speak Common for 0 BP. Wyverns have no hands for 02 a Versatile weapon two-handed you may not benefit
BP, and we’ll set the wyvern’s natural weapons to 1d4 from using a shield until the beginning of your next
piercing and 1d4 poison for 2 BP. turn, but you may switch between multiple Heavy or
Versatile weapons with each attack.
At 10 BP, the wyvern is at the top of our target range
of 8-10 BP. It’s simple with no special abilities, but it Languages. You can speak, read, and write in Terran.
works. If you want to strengthen the wyvern, increase
its constitution increase. If you want to weaken the Playing a Xorn
wyvern, reduce its natural armor.
Xorns are slow moving, but difficult to kill. With natural
Xorn armor and increase constitution they’re extremely
durable. Their ability to move through stone without
Three-armed, three-legged, three-eyed stony orange leaving a trace makes it easy for them to ambush or
metal-eaters. bypass foes. Xorns work as a wide variety of classes,
but don’t excel in any one area.
Xorn Traits
Xorns are usually not violent, but they’re curious and
Xorn share the following racial traits. have difficult dietary needs. They might join a group of
Creature Type. Elemental adventurers in hopes of a steady supply of gems and
Ability Score Increase. +1 Constitution. metal to eat, or in hopes of finding a way back to the
Alignment. Generally peaceful and motivated mostly plane of earth.
by hunger and curiosity, most xorns are neutral. Design Notes
Size. Your size is medium.
Speed. Your base walking speed is 20 ft. You have a Xorn are very similar to earth elementals, which makes
sense considering their origins.
burrow speed of 20 ft.
Claws. You are proficient with your unarmed strikes, Xorn are elementals, costing 0.5 BP but offering no
specific traits.
which deal 1d8 slashing damage on a hit.
Darkvision. You can see in dim light within 60 feet of Xorns have extremely high Constitution, so we’ll
grant +1 Constitution for 1 BP.
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only From the stat block, we get medium size, +7 natural
shades of gray. armor (down from +9) for 3.5 BP, 20 ft. walking speed
for -1 BP, 20 ft. burrow speed for 3 BP, Darkvision for 2
Earth Glide. You can burrow through non-magical, BP, 30 ft. tremorsense (down from 60 ft.) for 2 BP, only
unworked earth and stone. While doing so, you don't racial languages for -1 BP, Earth Glide for 1 BP, and
disturb the material you move through. camouflage for 0.5 BP. We’ll disallow armor for -3 BP,
and prevent the xorn from adding Dexterity to AC for -
Natural Armor. While unarmored, your AC is equal 1 BP. We’ll set the xorn’s natural weapons to 1d8 for 2
to 17. You gain no benefit from wearing armor, though BP. Xorns have three arms for 0.5 BP.
you may still use shields normally.
That brings our total to 9.5 BP before we consider
Three Arms. You have 3 arms, and may hold and use Treasure Sense. Treasure Sense is hard to assess
items in each of your hands.
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Races 205
because it’s situational, but potentially very powerful. Playing a Yeti
It invalidates many hidden doors, instantly locates
anyone carrying money or wearing jewelry. We’ll call it Yetis’ increased Strength and Constitution makes them
2 BP, but it’s difficult to assess. excellent barbarians and fighters, but their Snow
Camouflage can make them stealthy enough to make
At 11.5 BP, the xorn exceeds our target range of 8-10 excellent rangers.
BP. It’s a problematic race and it’s difficult to know
where to make further cuts to reduce BP costs. If you Yetis are vicious, carnivorous, and not particularly
want to strengthen the xorn, increase its natural armor intelligent, but that makes them excellent muscle in a
to +8. If you want to weaken the xorn, reduce its party of evil characters. With no qualms about eating
natural weapon damage. humanoids, access to easy food may be enough to
persuade a yeti to go adventuring.
Yeti
Design Notes
Furry white monstrosities that stalk frozen
mountaintops in search of food. Yetis are simple creatures. Chilling Gaze is their only
totally unique ability, so designing the yeti as a race
Yeti Traits isn’t difficult.
Yetis share the following racial traits. Yetis are monstrosities, costing 0.5 BP but offering
Creature Type. Monstrosity no specific traits.
Ability Score Increase. +1 Strength, +1 Constitution.
Alignment. Intelligent creatures that happily commit The Yeti’s best abilities by a wide margin are
Strength and Constitution, so we’ll grant +1 to each for
cannibalism, most yetis are chaotic evil. 2 BP.
Size. Your size is medium.
Speed. Your base walking speed is 30 ft. You have a From the stat block, we get medium size (down from
large), +1 natural armor for 0.5 BP, 30 ft. walking speed
climb speed of 30 ft. (down from 40 ft.), 30 ft. climb speed (down from 40
Chilling Gaze. As an action, you can target one ft.) for 2 BP, damage resistance to cold (down from
immunity) for 2 BP, Darkvision for 2 BP, only racial
creature that you can see within 30 ft. If the target can languages for -1 BP, Keen Smell for 0.5 BP, and
see you, it must make a Constitution saving throw Camouflage for 0.5 BP.
against this magic or take 1d8 cold damage have its
speed reduced by 10 feet until the start of your next That brings our total to 9 BP. Fear of Fire is
turn. The DC of this saving throw is 8 + your proficiency essentially vulnerability, so we’ll call it -1 BP. We’ll drop
bonus + the yeti’s natural weapons to 1d4 for 1 BP.
Claws. You are proficient with your unarmed strikes, Chilling Gaze is obviously too powerful for a racial
which deal 1d4 slashing damage on a hit. ability. Paralysis of any duration is too powerful to be
usable at will. The cantrip ray of frost has a similar
Cold Resistance. You have resistance to cold effect (cold damage and movement reduction) so we’ll
damage. tweak it to replace Chilling Gaze. Instead of an attack
we’ll allow a saving throw, and to match the flavor of
Darkvision. You can see in dim light within 60 feet of the ability we’ll allow the target to ignore the speed
you as if it were bright light, and in darkness as if it reduction if they’re immune to cold damage. We’ll call
were dim light. You can’t discern color in darkness, only it 0.5 BP since it’s essentially still a cantrip.
shades of gray.
At 9.5 BP, the yeti is within our target range of 8-10
Fear of Fire. If you take fire damage, you have BP. It has some fun abilities and should work very well
disadvantage on attack rolls and ability checks until the alongside published humanoid races. If you want to
end of your next turn. strengthen the yeti, increase its natural weapon
damage to 1d4 slashing and 1d4 cold, or grant it a
Keen Smell. You have advantage on Wisdom breath weapon dealing cold damage in a cone. If you
(Perception) checks that rely on smell. want to weaken the yeti, remove its natural armor.
Natural Armor. While unarmored, your AC is equal Yuan-ti
to 11 + your Dexterity modifier.
Yuan-ti are foul, snake-worshipping creatures who seek
Snow Camouflage. You have advantage on Dexterity to attain divine ascension through world conquest,
(Stealth) checks made to hide in snowy terrain.
Languages. You can speak, read, and write in Yeti.
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Races 206
manipulation, and eventually by devouring and weapon on your turn, you can use a bonus action to
supplanting their own gods. attempt to grapple the target.
Yuan-ti Traits Yuan-ti Pureblood
Creature Type. Humanoid (yuani-ti)
Yuan-ti share the following racial traits. Innate Spellcasting. You know the poison spray
Ability Score Increase. +1 Charisma.
Alignment. Evil, power-hungry creatures who seek cantrip. Once you reach 3rd level, you can cast the find
familiar (poison snake only) spell once per day. Once
power by any means, most yuan-ti are neutral evil. you reach 5th level, you can cast the suggestion spell
Size. Your size is medium. once per day. Charisma is your spellcasting ability for
Speed. Your base walking speed is 30 ft. these spells.
Cunning. You have advantage on all Intelligence,
Stealthy. You have proficiency in the Stealth skill.
Wisdom, and Charisma saving throws against magic.
Darkvision. You can see in dim light within 60 feet of Playing a Yuan-ti
you as if it were bright light, and in darkness as if it Yuan-ti are all charismatic, evil creatures, but their
were dim light. You can’t discern color in darkness, only specific abilities make them differ greatly. The malison
shades of gray. and the abomination are powerful melee fighters with
enhanced strength and natural weapons, so consider
Languages. You can speak, read, and write in classes like barbarian, fighter, and paladin. Purebloods
Abyssal, Common, and Draconic. have innate spellcasting, which will provide helpful
additional options for sorcerers and warlocks.
Poison Immunity. You are immune to poison
damage, and immune to the poisoned condition. Evil and ambitious, yuan-ti make a great choice for a
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 Design Notes
Creature Type. Monstrosity
Ability Score Increase. +1 Strength. Yuan-ti are one of my favorite creatures. Their society
Bite and Constrict. You are proficient with your is interesting, and unlike many of the villainous
humanoid races, they aren’t just insane cannibalistic
unarmed strikes, which deal 1d4 piercing damage and murderers and barbarians. Their culture clearly justifies
1d4 poison damage or 1d8 bludgeoning damage on a the existence of the three different types of Yuan-ti,
hit. and gives each a specific role and function in society.
Yuan-ti Malison That said, the mechanical differences in the three
Creature Type. Monstrosity types of Yuan-ti also present considerable mechanical
Ability Score Increase. +1 Strength. challenges. The power scale between the three is
Malison Type. Select one of the three types of sufficiently different that we’ll need to do a lot to
differentiate the three. The pureblood will be fairly
Malisons. straightforward, but the malison and abomination are
hugely different.
• Type 1: Human body with snake head. You are
proficient with your unarmed strikes, which deal 1d4 Yuan-ti purebloods are humanoids (0 BP), but the
piercing damage and 1d4 poison damage on a hit. malison and abomination are both monstrosities (0.5
BP). Neither creature type offers specific abilities.
• Type 2: Human head and body with snakes for arms.
You have no hands. You are proficient with your All three types of yuan-ti list Charisma as their
unarmed strikes, which deal 1d4 piercing damage highest ability score, so we’ll grant each a +1 to
and 1d4 poison damage on a hit. When you take the Charisma for 1 BP.
Attack action and make a melee attack with your
unarmed strikes, as bonus action you may make one From the monster stat blocks we can draw a few
additional unarmed strike. similarities. All three types of yuan-ti get Poison
Immunity for 2 BP, Darkvision for 2 BP, speak racial
• Type 3: Human head and upper body with a languages plus Common and an additional fixed
serpentine body instead of legs. You are proficient language for 0.25 BP, Magic Resistance for 5 BP, and
with your unarmed strikes, which deal 1d4
bludgeoning damage on a hit. When you hit a
creature with an unarmed strike or an improvised
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Races 207
proficiency in Stealth for 0.5 BP, but we’ll only apply At 9.75 BP, the yuan-ti pureblood is a fun race with
that to the pureblood to balance out the BP some cool thematic abilities. If you need to strengthen
differences. That puts us at 9.75 BP, so we’ll need to the pureblood, grant them a +1 to intelligence. If you
make some serious cuts to their remaining shared need to weaken the pureblood, remove the ability to
traits to make room for the stuff which set Yuan-ti cast find familiar.
subraces apart.
Malison
If we drop Magic Resistance to Cunning, we recover Malisons are the middle tier of yuan-ti. They have one
3 BP, leaving us some room for other abilities. snake body part (we’ll count “arms” as one body part),
which distinguishes them from purebloods.
All yuan-ti get some innate spellcasting. We’ll keep it
Charisma-based to keep in line with the monster stat Their ability scores are considerably better than
block and the Charisma increase which we decided those of a pureblood, too. Their Strength matches their
upon earlier. All yuan-ti can cast animal friendship and Charisma, so a +1 Strength increase for 1 BP is a good
suggestion, but to differentiate between the subraces fit. It will also help differentiate between the
(and to save on BP) we’ll leave all of the innate pureblood’s emphasis on stealth and cunning and the
spellcasting to the purebloods. The innate spellcasting malison’s emphasis on being a snake thug.
is kind of an after-thought for malisons and
abominations anyway, so I don’t think it’s a big loss. All that’s left if the Malison’s natural weapons. Each
type is a little bit different. The first two types deal
That leaves us at 6.75 BP for each subrace, giving us additional poison damage with their bites. Yuan-ti
room to tackle the specific abilities of the subraces. I’m poison typically deals 2d6 damage, but that’s far too
going to discuss the remaining design of each subrace much for a player, so we’ll need to lower it.
individually because they’re so different.
Type 1 is easy. A natural weapon that deals 1d4
Pureblood damage is normally 1 BP. If we add 1d4 of poison
Purebloods are the simplest of the Yuan-ti. They’re damage it’s roughly as effective as 1d8 damage, so
humanoid, and their most notable ability is their innate we’ll call that another 1 BP for the poison damage.
spellcasting. As discussed previously, I’ll also grant
purebloods proficiency in Stealth to balance out the Type 2 is a bit more complicated. The damage should
creature type BP cost difference. The rest of the be the same as type 1, so 2 BP is fine, but having
pureblood’s remaining BP will go into innate snakes for hands presents some serious problems. The
spellcasting. ability to open and close what is functionally a claw
can’t match the dexterity of a real hand, so type 2 has
Animal friendship is a 1st-level spell. Yuan-ti cast it at the “no hands” trait for -2 BP. We should spend that BP
will, but it can only target snakes. That’s pretty similar to keep type 2 viable, so for 2 BP we’ll give type 2 the
to a cantrip in some ways, but with a 24-hour duration ability to make an extra unarmed attack as a bonus
players will almost certainly abuse it to charm a small action. This will allow them to keep pace with more
army of snakes and drown their enemies in snakes. A conventional melee characters who can perform two-
more reasonable effect would be to allow the weapon fighting.
character to have a single pet snake. That’s pretty
similar to Find Familiar, so we’ll just give the pureblood Type 3 is the most complex. The Constrict attack
Find Familiar (snake only) for 0.5 BP (down from 1 presented in the monster manual is too good for a
since it’s a reduced effect, and since you generally player due to the restrain mechanic. We’ll make the
don’t need a new familiar every day). As per the constrict attack a natural weapon dealing 1d4 damage
normal innate spellcasting rules, the pureblood won’t for 1 BP and add Grab for 2 BP. Type 3 Yuan-ti will still
be able to use this ability until 3rd level. need to use weapons for most of their damage, but can
use their tail to grapple a bit better than a human.
All yuan-ti are able to cast suggestion three times
per day. Suggestion is a 2nd-level spell, so we definitely At 9.75 BP, the malison is within our target range of
don’t want to allow that. Instead, we’ll allow it to be 8-10 BP. If you want to strengthen the malison,
cast once per day for 2 BP. increase its Strength increase. If you want to weaken
the malison, remove the Strength increase.
The pureblood monster stat block allows the
pureblood to cast poison spray three times per day as Abomination
part of their innate spellcasting, but for a player that’s The pinnacle of Yuan-ti, abominations are as much a
not particularly useful. Instead, we’ll just give snake as a yuan-ti can be. Of course, being the best
purebloods poison spray as a cantrip for 0.5 BP. subrace makes it difficult to design the abomination
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Races 208
without actually making it better than other yuan-ti. detect magic spell once per day. Charisma is your
The abomination combines the strengths of Types 1 spellcasting ability for these spells.
and 3 malisons, plus the innate spellcasting of
purebloods. We’ll need to take a little from each Mezzoloth
without making the abomination too powerful. Ability Score Increase. +1 Strength, +1 Constitution.
Claw. You are proficient with your unarmed strikes,
The abomination’s best ability is Strength, so we’ll
grant a +1 Strength increase for 1 BP. which deal 1d4 slashing damage on a hit.
Four Arms. You have four arms, and may hold and
Already at 7.75 BP it’s hard to know what parts of
the abomination to keep. We’ll add a 1d8 natural use items in each of your hands.
weapon for 2 BP, and allow it to be used either as a If you have Extra Attacks, when you take the Attack
poison bite of as a tail attack but we’ll abandon Grab.
action you may make each of your attacks using any
At 9.75 BP, the abomination is within our target weapon you are holding.
range of 8-10 BP. It’s functionally identical to the snake
head malison, but without the luxury of CR gaps we When you take the Attack action and attack with a
don’t have any room to provide meaningful mechanical weapon which qualifies for use with two-weapon
differences. If you want to strengthen the fighting, you can use a bonus action to attack with a
abomination, grant it some natural armor. If you want different qualifying weapon. You don’t add your ability
to weaken the abomination, reduce its natural weapon modifier to the damage of the bonus attack unless the
damage. modifier is negative or you have an ability which allows
you to add your ability modifier to the bonus attack
Yugoloth granted by two-weapon fighting. If you choose to make
this additional attack, you may not benefit from using a
Fiendish mercenaries who will work for anyone who shield until the beginning of your next turn.
can pay, yugoloths are a varied collection of closely-
related fiends. If you use a weapon with the Heavy property or use
a Versatile weapon two-handed you may not benefit
Yugoloth Traits from using a shield until the beginning of your next
turn, but you may switch between multiple Heavy or
Yugoloths share the following racial traits. Versatile weapons with each attack.
Creature Type. Fiend (Yugoloth)
Alignment. Evil, fiendish mercenaries motivated by Nycaloth
Ability Score Increase. +1 Strength.
little more than material reward, most yugoloths are Flight. You have a flying speed of 30 feet. To use this
neutral evil.
speed, you can’t be wearing medium or heavy armor.
Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Ultroloth
Darkvision. You can see in dim light within 60 feet of Ability Score Increase. +1 Constitution, +1 Charisma.
you as if it were bright light, and in darkness as if it Hypnotic Gaze. As an action, you may target one
were dim light. You can’t discern color in darkness, only
shades of gray. creature it can see within 30 feet of it. If the target can
Fiendish Resilience. You are resistance to acid see you, the target must succeed on a Wisdom saving
damage and to poison damage. In addition, you have throw against this magic or be charmed until the end of
advantage on saving throws against poison. the ultroloth's next turn. The charmed target is
Languages. You can speak, read, and write in stunned. The DC of this saving throw is 8 + your
Common and Abyssal. proficiency bonus + your Charisma modifier. If the
Subrace. Choose one of these subraces. You gain the target's saving throw is successful, the target is
traits listed under your chosen subrace in addition to immune to the your gaze for the next 24 hours.
those listed above.
After you use this ability, you can't use it again until
Arcanoloth you complete a short or long rest.
Ability Score Increase. +1 Intelligence, +1 Charisma.
Innate Spellcasting. You know the prestidigitation Playing a Yugoloth
cantrip. Once you reach third level, you can cast the Yugoloths are very different creatures, each of which
can thrive in different ways.
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Races 209
Arcanoloth resistance, magic weapons, and Teleport. We’ll also
With increases to both intelligence and charisma, drop the Arcanoloth’s ability to speak all languages.
arcanoloths make excellent eldritch knights, sorcerers,
warlocks, and wizards. Despite massive cuts, that brings our total to 6.5 BP
before we consider individual varieties of yugoloth.
Arcanoloths deal primarily in information, but also
collect valuable magic items. This is easily enough to Arcanoloth
motivate an enterprising arcanoloth to set out on a life The spellcasters of yugoloth society, arcanoloth’s
of adventure in search of buried information or remaining abilities are dominated almost entirely by
valuable trinkets, especially if someone else in the innate spellcasting.
party is paying the arcanoloth to be there.
Arcanoloth’s abilities are almost all excellent, but
Mezzoloth Intelligence is their best and Charisma is their
Mezzoloths serve as foot soldiers in yugoloth armies. spellcasting ability, so it’s a bit difficult to decide which
Their strength and durability makes them excellent ability to increase. Yugoloths serve as negotiators
barbarians and fighters, and their additional arms and which suggests Charisma, but they also collect
claws allow them to easily switch between weapons knowledge and information which suggests Intelligent.
and equipment to suit their needs in combat. We’ll grant +1 Intelligence and +1 Charisma for 2 BP
even though most characters may have trouble using
Mezzoloths enjoy violence and being rewarded. both.
Those are abundant in a life of adventuring, so
convincing a mezzoloth to join and adventuring party We’ll drop the arcanoloth’s claws to save BP so that
should be simple. we can focus on innate spellcasting. We don’t have a
lot of room left, so we’ll add the prestidigitation cantrip
Nycaloth and the detect magic spell for 1.5 BP.
Strong, flying combatants, nycaloths make good
fighters and barbarians. With increased strength, At 10 BP, the arcanoloth tops out our target range of
nycaloths will do well either in melee combat or using 8-10 BP. It’s an excellent base for many arcane
thrown weapons while flying out of enemy reach. spellcasters. If you want to strengthen the arcanoloth,
allow it to cast detect thoughts or grant it claws dealing
Nycaloths like to stick to one master who treats 1d4 damage. If you want to weaken the arcanoloth,
them well. If an adventuring party includes someone remove the ability to cast detect magic.
who might serve as this master, the nycaloth may be a
life-long ally to the party. Mezzoloth
Mezzoloths are four-armed insectoids that serve as
Ultroloth foot soldiers in yugoloth armies. They have a little bit
of innate spellcasting, but the spells are too high level
Design Notes for us to keep so we’ll need to focus on the
mezzoloth’s melee capabilities.
A group of closely-related fiends, Yugoloths are a
diverse set of fiends created to function independent Strength and constitution are the mezzoloth’s best
of the lower planes. This allows them to serve as abilities, so we’ll grant +1 to each for 2 BP.
mercenaries, making them fantastic adventurers.
Beyond flavor there’s very little in common between We’ll grant the mezzoloth 4 arms for 1 BP and we’ll
types of yugoloth. Yugoloths are powerful creatures, so set the mezzoloth’s natural weapons to 1d4 damage
we’ll need to make significant cuts to convert them for 1 BP.
into a playable race.
At 10.5 BP, the mezzoloth exceeds our target range
Yugoloths are fiends, costing 0.5 BP but offering no of 8-10 BP. It’s a fairly standard strength-constitution
specific traits. race with a couple of neat abilities, so it should fit well
into a party of published races despite the high BP cost.
From the stat blocks, we get medium size (down If you want to strengthen the mezzoloth, increase its
from large for the nycaloth, acid resistance (down from Strength increase to +2. If you want to weaken the
immunity) for 2 BP, Poison Immunity for 2 BP, mezzoloth, remove its claws.
Darkvision for 2 BP, and racial languages plus Common
for 0 BP. We’ll drop all of the yugoloths’ damage Nycaloth
resistances, telepathy, blindsight, truesight, magic Nycaloths are flying shock troopers with some innate
spellcasting. The nycaloth has lots of other traits to
cover we’ll need to be careful without BP.
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Races 210
The nycaloth’s strength and constitution are its best Zombie Traits
abilities, but we’ll only grant +1 Strength for 1 BP so
that we can reserve BP for other things. All zombies have the following traits, adding these
traits to their existing racial traits upon gaining the
30 ft. flight costs the nycaloth 4 BP, already bringing zombie template.
us to 11.5 BP. We’ll set the nycaloth’s natural weapons
to 1d4 for 1 BP. Creature Type. You replace your current creature
type with Undead, but retain any subtypes.
At 12.5 BP, the nycaloth exceeds our target range of
8-10 BP. It’s likely too powerful to include in a party You don’t require air, food, drink, or sleep. Instead,
without some cuts. If you want to weaken the you meditate deeply, remaining semiconscious, for 4
nycaloth, remove its ability increase, remove its claws, hours a day. (The Common word for such meditation is
or reduce its walking speed. “trance.”) While meditating, you can dream after a
fashion; such dreams are actually mental exercises that
Ultroloth have become reflexive through years of practice. After
Ultroloths are the leaders of yugoloth armies. They resting in this way, you gain the same benefit that a
have innate spellcasting similar to the arcanoloth, human does from 8 hours of sleep.
though less powerful, and have a potent hypnotic gaze
attack. To differentiate the ultroloth from the Ability Adjustments. -2 Dexterity, -2 Intelligence, -2
arcanoloth, we’ll drop the innate spellcasting in favor Wisdom, -2 Charisma.
of hypnotic gaze.
Alignment. Animated by evil magics, all zombies are
The ultroloth’s best ability is Charisma, and evil.
Constitution is a close second, so we’ll grant +1 to each
for 2 BP. Speed. Any natural movement speeds you possess
(walking speed, climbing speed, flight, etc.) are
Hypnotic gaze is a single-target effect which charms reduced by 10 ft., to a minimum of 5 ft.
stuns the target for one round. That already includes a
lot of limitations, but the ability to use it at will still Can’t Speak. You are unable to speak, but are still
presents a problem. We’ll limit use to once per short able to read, write, and understand any languages
rest and call it 2 BP. which you know. You are unable to perform verbal
spell components.
At 10.5 BP, the ultroloth slightly exceeds our target
range of 8-10 BP. It works for some builds and should Darkvision. You can see in dim light within 60 feet of
work fine alongside published races. If you want to you as if it were bright light, and in darkness as if it
strengthen the ultroloth, allow it to cast detect magic were dim light. You can’t discern color in darkness, only
once per day. If you want to weaken the ultroloth, shades of gray.
remove the Constitution increase.
Relentless. When you are reduced to 0 hit points but
Zombie [Template: Natural] not killed outright, you can drop to 1 hit point instead.
You can’t use this feature again until you finish a long
A classic fictional monster, zombies are the bodies of rest. If you have the Relentless trait from another
dead creatures animated by evil magic. source, such as your race, you may use it an additional
time before you finish a long rest.
Becoming a Zombie
Undead Nature. You have resistance to necrotic
Any formerly living organic creature with a corporeal damage. You have immunity to the exhausted and
body can become zombie. The body is animated by poisoned conditions, and to poison damage.
means of animate dead or a similar spell or magical
effect. Design Notes
The zombie template must be applied to a character The Zombie is a simple template. Mostly it trades the
during character creation. Zombies retain essentially advantages of life for the durability of undeath. Being
nothing of their former mind, so a zombie created from undead comes with a few useful benefits, so we need
the body of an experienced character loses any class to find some penalties to sufficiently offset those
levels, proficiencies, or other acquired capabilities that benefits.
it may have had while it was alive. The zombie is
functionally a new character, sharing only the body of Zombies switch to the undead creature type for 0.5
the formerly living character. BP.
Unlike many undead, zombies aren't resistant to
necrotic damage. However, they still don't need to eat,
drink, or sleep for 0.5 BP, they still get immunity to the
exhausted condition for 0.5 BP, and they still get
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Races 211
Poison Immunity for 2 BP. Undead Fortitude is far too
powerful to grant to a player, so we'll replace it with
Relentless for 0.5 BP. We'll also add a special note
specifying that if the player has relentless from two
sources (such as the half-orc race), they can use the
ability an additional time before resting. All zombies
also have 60 ft. Darkvision for 2 BP. That brings our
total to 6.25 BP before we consider penalties.
Zombies normally lose 10 ft. of walking speed for -1
BP because losing 10 ft. would make melee combat so
difficult. Zombies can't speak for -1 BP. Zombies have
bad Dexterity, and all of their mental ability scores are
poor. I'm hesitant to apply 4 ability score penalties
because it's super boring, but it also fits the monster
really well so we'll apply -2 to Dexterity, Intelligence,
Wisdom, and Charisma for a total of -4 BP.
That brings our total to 0.5 BP, which is just slightly
above our target of 0 BP for non-leveled templates.
While that technically means that it makes the player
slightly stronger according to the BP, I think the
significant penalties for being a zombie are still enough
to prevents players from seeing this as an easy path to
power.
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Races 212
Miscellaneous Creatures Constitution makes the most sense. We’ll grant +2 to
each for 4 BP.
This section contains animals, vermin, and some other
creatures that don’t quite qualify as monsters for From the stat block, we get medium size, 30 ft.
reasons beyond knowing. walking speed, 30 ft. climb speed for 2 BP, a 1d6
natural weapon for 1.5 BP, and we’ll add Rock by
Ape allowing the natural weapon to be used at range for
0.5 BP.
Apes are large primates resembling hairy,
disproportionate humans. That brings our total BP to 7.5 BP. The ape doesn’t
have any other distinguishing traits to work from, so
Ape Traits we’ll leave it there.
Apes share the following racial traits. At 7.5 BP, the ape falls just below our target range of
Creature Type. Beast 8-10 BP.
Ability Score Increase. +2 Strength, +2 Constitution.
Alignment. Normally unintelligent beasts, most apes Awakened Shrub
are neutral. A small shrub magically granted intelligence and
Size. Your size is medium. mobility.
Speed. Your base walking speed is 30 ft. You have a
Awakened Shrub Traits
climb speed of 30 ft.
Fist. You are proficient with your unarmed strikes, Awakened shrubs share the following racial traits.
Creature Type. Plant
which deal 1d6 bludgeoning damage on a hit. Alignment. Normally unintelligent plants, most
Rock. You may throw a rock or similar object as a
awakened shrubs are neutral.
ranged weapon attack. This attack has 30/60 range, Size. Your size is small.
and deals 1d6 bludgeoning damage on a hit. This is Speed. Your base walking speed is 25 ft.
made as though the object had the Thrown weapon False Appearance. While motionless, you appear
property.
indistinguishable from a mundane shrub. You must
Languages. You can speak, read, and write in spend one minute motionless before this ability takes
Common. effect. You must maintain concentration during that
time, as if you were casting a spell.
Playing an Ape
Flammable. You have vulnerability to fire damage.
For someone looking to play a beast without sacrificing Rake. You are proficient with your unarmed strikes,
the versatility of a humanoid, the ape is a great option. which deal 1d6 slashing damage on a hit.
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 an Awakened Shrub
intelligence, and how that effect shaped your
character’s personality. Awakened shrubs are terrible. Only play them if
survival and success are unimportant.
Design Notes
Like many other creatures, being awakened has a
The ape is, in many ways, essentially humanoid, which great deal of influence of your character’s personality.
makes it easy to design. It’s also notably the first Consider what effect granted your character superior
creature with a “giant” version, so the decisions we intelligence, and how that effect shaped your
make here will inform many of the decisions we make character’s personality.
for other creatures with a giant version. This will be
discussed further under the Giant Ape. Like other Design Notes
beasts, we’ll treat the ape as awakened.
Awakened shrubs are terrible. At CR 0 everything
Apes are beasts, costing -0.5 BP but offering no about them is pitiful. We’ll need to add quite a bit to
specific traits. make this anywhere near playable.
The ape’s physical ability scores are all good, so it’s Awakened shrubs are plants, costing 0.5 BP but
hard to know what to increase. Apes tend to be the big offering no specific traits.
strong primates, so I think increasing Strength and
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Races 213
None of the awakened shrub’s ability scores are concepts are similar, the awakened tree will end up
good, so we won’t grant an ability increase. looking a lot like a boring version of the treant.
From the stat block, we get small size for -1 BP, 25 ft. Awakened trees are plants, costing 0.5 BP but
walking speed (up from 20 ft.), vulnerability to fire for - offering no specific traits.
1 BP, the ability to speak Common for 0 BP, and False
Appearance for 0.5 BP. We’ll set the shrub’s natural Awakened trees have considerably better ability
weapons to 1d6 damage for 1.5 BP. scores than awakened shrubs. We’ll grant +2 Strength
and +2 Constitution for 4 BP.
That brings our BP total to 0.5 BP. There’s no
recovering from this much of a deficit. From the stat block, we get medium size, +3 natural
armor (down from +7) for 1.5 BP, 30 ft. walking speed,
At 0.5 BP, the awakened shrub is well below our vulnerability to fire for -1 BP, the ability to speak
target range of 8-10 BP. It’s totally unplayable, so I Common, False Appearance for 0.5 BP, and 1d8 natural
don’t encourage using it in your games except as a weapons for 2 BP.
joke.
At 7.5 BP, the awakened tree is below our target
Awakened Tree range of 8-10 BP. It’s really boring, but perfectly
functional. If you want to strengthen the awakened
A sturdy tree magically granted intelligence and tree, increase its natural armor to +7 but disallow
mobility. adding Dexterity to the tree’s AC. If you want to
weaken the awakened tree, reduce its natural armor to
Traits +2.
Awakened trees share the following racial traits. Axe Beak
Creature Type. Plant
Ability Score Increase. +2 Strength, +2 Constitution. Tall, flightless birds with a powerful beak.
Alignment. Normally unintelligent plants, most
Axe Beak Traits
awakened trees are neutral.
Size. Your size is small. Axe beaks share the following racial traits.
Speed. Your base walking speed is 30 ft. Creature Type. Beast
False Appearance. While motionless, you appear Ability Score Increase. +1 Strength.
Alignment. Normally unintelligent beasts, most axe
indistinguishable from a mundane tree. You must
spend one minute motionless before this ability takes beaks are neutral.
effect. You must maintain concentration during that Size. Your size is.
time, as if you were casting a spell. Speed. Your base walking speed is 50 ft.
Bite. You are proficient with your unarmed strikes,
Flammable. You have vulnerability to fire damage.
Slam. You are proficient with your unarmed strikes, which deal 1d8 slashing damage on a hit.
which deal 1d6 bludgeoning damage on a hit. No Hands. You are unable to wield weapons or wear
Languages. You can speak, read, and write in
Common. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Playing an Awakened Tree etc.
Awakened trees are sturdy and strong, but not terribly Languages. You can speak and read Common.
interesting. Consider classes like barbarian, fighter, and
monk, and be sure to avoid fire. Playing an Axe Beak
Like many other creatures, being awakened has a Axe beaks are strong and fast, so consider classes
great deal of influence of your character’s personality. which can take advantage of your increased mobility to
Consider what effect granted your character superior get into melee and deal a lot of damage quickly.
intelligence, and how that effect shaped your
character’s personality. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Design Notes Consider what effect granted your character superior
intelligence, and how that effect shaped your
Essentially a much bigger version of the awakened character’s personality.
shrub, we’ll mostly copy the shrub. Since their
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Races 214
Design Notes The baboon’s best ability is Dexterity, so we’ll grant
+1 Dexterity for 1 BP.
Fairly straightforward beast. Like other beasts, we’ll
treat the axe beak as awakened. From the stat block, we get small size for -1 BP, 30 ft.
walking speed for 0.5 BP, 30 ft. climb speed for 2 BP,
Axe beaks are beasts, costing -0.5 BP but offering no the ability to speak Common for 0 BP, Pack Tactics for 5
specific traits. BP, and 1d4 natural weapons for 1 BP.
The axe beak’s abilities aren’t great, but Strength is At 8 BP, the baboon is at the bottom of our target
its best so we’ll grant +1 Strength for 1 BP. range of 8-10 BP. It’s perfectly viable for a handful of
characters concepts. If you want to strengthen the
From the stat block, we get medium size (down from baboon, increase its Dexterity increase. If you want to
large), 50 ft. walking speed for 2 BP, the ability to speak weaken the baboon, reduce its walking speed.
Common, and 1d8 natural weapons for 2 BP. Axe beaks
have no hands for -2 BP. Badger
At 2.5 BP, the axe beak is well below our target Omnivorous burrowing mammals.
range of 8-10 BP. It’s mostly unplayable.
Badger Traits
Baboon
Badgers share the following racial traits.
Predatory primates native to jungles. Creature Type. Beast
Ability Score Increase. +1 Constitution, +1 Wisdom.
Baboon Traits Alignment. Normally unintelligent beasts, most
Baboons share the following racial traits. badgers are neutral.
Creature Type. Beast Size. Your size is small.
Ability Score Increase. +1 Dexterity. Speed. Your base walking speed is 25 ft. You have a
Alignment. Normally unintelligent beasts, most
burrow speed of 5 ft.
baboons are neutral. Bite and Claws. You are proficient with your
Size. Your size is small.
Speed. Your base walking speed is 30 ft. You have a unarmed strikes, which deal 1d6 piercing or slashing
damage on a hit.
climb speed of 30 ft.
Bite. You are proficient with your unarmed strikes, Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
which deal 1d6 slashing damage on a hit. were dim light. You can’t discern color in darkness, only
Pack Tactics. As a bonus action you may take shades of gray.
advantage of the presence of your allies. You gain Keen Smell. You have advantage on Wisdom
Advantage on the next attack roll you make this turn (Perception) checks that rely on smell.
against a creature if at least one of your allies is within
5 feet of the creature and the ally isn’t incapacitated. No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require
Languages. You can speak and read Common. manipulation, including spellcasting foci, wands, tools,
etc.
Playing a Baboon
Languages. You can speak and read Common.
The combination of increased Dexterity and Pack
Tactics is an extremely potent option for rogues and for Playing a Badger
dexterity-based fighters and rangers.
Wise and tough, badgers make good druids and
Like many other creatures, being awakened has a rangers. Despite its slow speed, don’t underestimate
great deal of influence of your character’s personality. the effectiveness of the badger’s ability to burrow.
Consider what effect granted your character superior
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
Design Notes intelligence, and how that effect shaped your
character’s personality.
Fairly straightforward beast. Like other beasts, we’ll
treat the axe beak as awakened.
Baboons are beasts, costing -0.5 BP but offering no
specific traits.
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Races 215
Design Notes Consider classes which can capitalize on these
strengths like ranger and rogue.
Fairly straightforward beast. Like other beasts, we’ll
treat the badger as awakened. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Badgers are beasts, costing -0.5 BP but offering no Consider what effect granted your character superior
specific traits. intelligence, and how that effect shaped your
character’s personality.
The badger’s two best abilities are Constitution and
Wisdom, so we’ll grant +1 to each for 2 BP. Design Notes
From the stat block, we get tiny size for -1.5 BP, 25 Fairly straightforward beast. Like other beasts, we’ll
ft. walking speed (up from 20 ft.), 5 ft. burrow speed treat the bat as awakened.
for 1.5 BP, Darkvision for 2 BP, and Keen Smell for 0.5
BP. Badgers have no hands for -2 BP, and we’ll set the Bats are beasts, costing -0.5 BP but offering no
badger’s natural weapons to 1d6 for 1.5 BP. specific traits.
At 3.5 BP, the badger is well below our target range The bat’s only notable good ability is Dexterity, so
of 8-10 BP. we’ll grant +1 Dexterity for 1 BP.
Bat From the stat block, we get tiny size for -1 BP, 5 ft.
walking speed for -2 BP, 30 ft. fly speed for 4 BP,
Flying nocturnal mammals known for their blindsight 60 ft. for 6 BP, the ability to speak Common
echolocation. for 0 BP since we’re treating the bat as awakened,
echolocation for -1.5 BP, and Keen Hearing for 0.5 BP.
Bats Traits Bats have no hands for -2 BP., and we’ll set the bat’s
natural weapons to 1d4 for 1 BP. Because they qualify,
Bats share the following racial traits. we’ll add natural weapon finesse for 0 BP.
Creature Type. Beast
Ability Score Increase. +1 Dexterity. At 4.5 BP, the bat is well below our target range of 8-
Alignment. Normally unintelligent beasts, most bats 10 BP. Blindsight is great, but likely not enough to
make the bat playable.
are neutral.
Size. Your size is small. Black bear
Speed. Your base walking speed is 30 ft.
Bite. You are proficient with your unarmed strikes, Relatively small bears, black bears are still dangerous.
which deal 1d4 piercing damage on a hit. Black Bear Traits
You can use Dexterity instead of Strength for the
Black bears 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. +2 Strength, +2 Constitution.
property for all effects which require it, such as Sneak Alignment. Normally unintelligent beasts, most black
Attack.
bears are neutral.
Blindsight. You have blindsight 60 ft. Size. Your size is medium.
Echolocation. You can’t use your blindsight while Speed. Your base walking speed is 40 ft. You have a
deafened.
Flight. You have a flying speed of 30 feet. To use this climb speed of 30 ft.
speed, you can’t be wearing medium or heavy armor. Bite and Claws. You are proficient with your
Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing. unarmed strikes, which deal 1d8 piercing or slashing
No Hands. You are unable to wield weapons or wear damage on a hit.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, Keen Smell. You have advantage on Wisdom
etc. (Perception) checks that rely on smell.
Languages. You can speak and read Common.
Natural Armor. While unarmored, your AC is equal
Playing a Bat to 12 + your Dexterity modifier.
Bats are nimble, they can fly, and their blindsight No Hands. You are unable to wield weapons or wear
allows them to function well in perfect darkness. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
etc.
Languages. You can speak and read Common.
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Races 216
Playing a Black Bear manipulation, including spellcasting foci, wands, tools,
etc.
Black bears make excellent barbarians and fighters due
to their excellent ability score increases, but will have Teleport. As a bonus action, you may teleport
trouble playing other classes. yourself and any equipment you are carrying or
wearing to an unoccupied space within 40 ft. that you
Like many other creatures, being awakened has a can see.
great deal of influence of your character’s personality.
Consider what effect granted your character superior After you use this ability, you can't use it again until
intelligence, and how that effect shaped your you complete a short or long rest.
character’s personality.
Languages. You can understand and read Sylvan. You
Design Notes can speak and read Blink Dog, but may not speak any
other languages.
Fairly straightforward beasts, black bears have no
unique traits. Like other beasts, we’ll treat the black Playing a Blink Dog
bear as awakened.
Blink dogs are nimble and have the ability to teleport,
Black bears are beasts, costing -0.5 BP but offering allowing them to quickly move into melee combat.
no specific traits. Consider classes like fighter, ranger, and rogue which
can take advantage of these capabilities.
The black Bear’s strength and constitution are both
good, so we’ll grant +2 to each for 4 BP. Blink dogs receive little detail in the monster manual,
so their personality is poorly defined and it is difficult
From the stat block, we get medium size, +2 natural to suggest what might motivate a blink dog to take up
armor (up from +1) for 1 BP, 40 ft. walking speed for 1 a life of adventure.
BP, 30 ft. climb speed for 2 BP, the ability to speak
Common for 0 BP since we’re treating the black bear as Design Notes
awakened, and Keen Smell for 0.5 BP. Black bears have
no hands for -2 BP, and we’ll set their natural weapons Blink dogs are basically dogs with the ability to teleport
to 1d8 for 2 BP. short distances.
At 8 BP, the Black Bear is at the bottom of our target Blink dogs are fey, costing 0.5 BP but offering no
range of 8-10 BP. If you want to strengthen the black specific traits.
bear, increase its natural armor. If you want to weaken
the black bear, reduce its natural armor or walking The blink dog’s best ability by far is Dexterity, so
speed. we’ll grant +2 Dexterity for 2 BP.
Blink Dog From the stat block, we get medium size, 40 ft.
walking speed for 1 BP, and Keen Hearing and Smell for
Canine creatures native to the feywild famous for their 1 BP. Blink dogs understand only racial languages plus
ability to blink out of existence to attack foes and avoid an additional fixed language for -0.75 BP. They can only
injury. speak Blink Dog, which we’ll call -0.75 BP. Blink dogs
have no hands for -2 BP, and we’ll set their natural
Blink Dog Traits weapons to 1d6 for 1.5 BP.
Blind dogs share the following racial traits. The blink dog’s Teleport ability is essentially the
Creature Type. Fey same as Misty Step so we’ll re-skin the spell, and allow
Ability Score Increase. +2 Dexterity. it to be used once per short rest for a total of 6 BP.
Alignment. Noble and just, most blink dogs are
At 8.5 BP, the blink dog is within our target range of
lawful good. 8-10 BP.
Size. Your size is medium.
Speed. Your base walking speed is 40 ft. Blood Hawk
Bite. You are proficient with your unarmed strikes,
Small raptors with blood-red feathers which hunt in
which deal 1d6 piercing damage on a hit. flocks.
Keen Hearing and Smell. You have advantage on
Blood Hawk Traits
Wisdom (Perception) checks that rely on hearing or
smell. Blood hawks share the following racial traits.
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
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Races 217
Alignment. Normally unintelligent beasts, most At 10.5 BP, the blood hawk slightly exceeds our
blood hawks are neutral. target range of 8-10 BP. Despite its BP cost, it’s still not
a great race.
Size. Your size is small.
Speed. Your base walking speed is 10 ft. Boar
Bite. You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit. Omnivores resembling large hairy pigs with sharp
You can use Dexterity instead of Strength for the tusks.
attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse Boar Traits
property for all effects which require it, such as Sneak
Attack. Boars 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. +1 Strength.
manipulation, including spellcasting foci, wands, tools, Alignment. Normally unintelligent beasts, most
etc.
Pack Tactics. As a bonus action you may take boars are neutral.
advantage of the presence of your allies. You gain Size. Your size is medium.
Advantage on the next attack roll you make this turn Speed. Your base walking speed is 40 ft.
against a creature if at least one of your allies is within Charge. Once per turn, if you move at least 15 feet
5 feet of the creature and the ally isn’t incapacitated.
Flight. You have a flying speed of 50 feet. To use this toward a creature and hit it with a Strength-based
speed, you can’t be wearing medium or heavy armor. melee weapon attack, the target takes an extra 1d6
Keen Sight. You have advantage on Wisdom damage from the attack. This damage increases to 2d6
(Perception) checks that rely on sight. at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Languages. You can speak and read Common.
Natural Armor. While unarmored, your AC is equal
Playing a Blood Hawk to 11 + your Dexterity modifier.
Blood hawks are nimble and wise, making them No Hands. You are unable to wield weapons or wear
excellent rangers. Pack Tactics is extremely useful for shields, and cannot use items which require
rogues, especially when combined with flight. manipulation, including spellcasting foci, wands, tools,
etc.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Relentless. When you are reduced to 0 hit points but
Consider what effect granted your character superior not killed outright, you can drop to 1 hit point instead.
intelligence, and how that effect shaped your You can’t use this feature again until you finish a long
character’s personality. rest.
Design Notes Tusk. You are proficient with your unarmed strikes,
which deal 1d6 slashing damage on a hit.
Fairly straightforward beast. Like other beasts, we’ll
treat the blood hawk as awakened. Languages. You can speak and read Common.
Blood hawks are beasts, costing -0.5 BP but offering Playing a Boar
no specific traits.
Boars are strong, fast, and good at charging. Pick
The blood hawk’s Dexterity and Wisdom are both classes which support hit-and-run tactics to capitalize
good, so we’ll grant +1 to each for 2 BP. on the bonus damage from Charge.
From the stat block, we get small size, 10 ft. walking Like many other creatures, being awakened has a
speed for -1.5 BP, 50 ft. fly speed (down from 60 ft.) for great deal of influence of your character’s personality.
6 BP, the ability to speak Common for 0 BP since we’re Consider what effect granted your character superior
treating the blood hawk as awakened, Keen Sight for intelligence, and how that effect shaped your
0.5 BP, and Pack Tactics for 5 BP. Blood hawks have no character’s personality.
hands for -2 BP, and we’ll set their natural weapons to
1d4 for 1 BP. Because they qualify, we’ll add natural Design Notes
weapon finesse for 0 BP.
Fairly straightforward beast. Like other beasts, we’ll
treat the boar as awakened.
Boars are beasts, costing -0.5 BP but offering no
specific traits.
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Races 218
The boar’s ability scores are all fairly poor, but Quadrupedal herd animals famous for the large humps
Strength is their best so we’ll grant +1 Strength for 1 on their backs and for their ability to survive extended
BP. periods without water.
From the stat block, we get medium size, +1 natural Camel Traits
armor for 0.5 BP, 40 ft. walking speed for 1 BP, charge
for 2 BP, the ability to speak Common for 0 BP since Camel share the following racial traits.
we’re treating the boar as awakened, and Relentless Creature Type. Beast
for 0.5 BP. Boars have no hands for -2 BP, and we’ll set Ability Score Increase. +1 Strength, +1 Constitution.
their natural weapons to 1d6 for 1.5 BP. Alignment. Normally unintelligent beasts, most
At 3 BP, the boar is well below our target range of 8- camels are neutral.
10 BP. It’s largely unplayable. Size. Your size is medium.
Speed. Your base walking speed is 50 ft.
Brown Bear Bite. You are proficient with your unarmed strikes,
Larger and more aggressive than the black bear. which deal 1d4 slashing damage on a hit.
See the traits listed under “Black Bear”, earlier in this No Hands. You are unable to wield weapons or wear
section. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Design Notes etc.
The brown bear is essentially identical to the black bear Languages. You can speak and read Common.
with slightly better ability scores and a few more hit
dice. That’s not enough to distinguish the two as Playing a Camel
playable races, so we’ll just refer players to the black
bear stats. With the camel’s impressive speed, consider serving as
a willing mount for your party members. With no
Camel hands and weak natural weapons, consider classes
which will compensate for your lack of offensive
options like Monk.
Design Notes
Fairly straightforward beast. Like other beasts, we’ll
treat the camel as awakened.
Camels are beasts, costing -0.5 BP but offering no
specific traits.
The camel’s ability scores are all fairly poor, but
Strength and Constitution are their best so we’ll grant
+1 to each for 2 BP.
From the stat block, we get medium size (down from
large), 50 ft. walking speed for 2 BP, and the ability to
speak Common for 0 BP since we’re treating the camel
as awakened. Camels have no hands for -2 BP, and
we’ll set their natural weapons to 1d4 for 1 BP.
At 2.5 BP, the camel is well below our target range of
8-10 BP. It’s largely unplayable.
Cat
Small, quadrupedal predators frequently domesticated
for their ability to hunt pests.
Cat Traits
Cat share the following racial traits.
Creature Type. Beast
Ability Score Increase. +2 Dexterity.
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Races 219
Alignment. Normally unintelligent beasts, most cats Constrictor Snake Traits
are neutral.
Constrictor snakes share the following racial traits.
Size. Your size is small. Creature Type. Beast
Speed. Your base walking speed is 40 ft. You have a Ability Score Increase. +1 Strength, +1 Dexterity.
climb speed of 30 ft. Alignment. Normally unintelligent beasts, most
Bite. You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit. constrictor snakes are neutral.
You can use Dexterity instead of Strength for the Size. Your size is medium.
attack and damage rolIs of your unarmed strikes. Your Speed. Your base walking speed is 30 ft.
unarmed strikes count as a weapon with the Finesse Bite and Constrict. You are proficient with your
property for all effects which require it, such as Sneak
Attack. unarmed strikes, and may attack with a bite or with a
No Hands. You are unable to wield weapons or wear constrict attack.
shields, and cannot use items which require
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 and read Common.
When you constrict, your unarmed strikes deal 1d8
Playing a Cat bludgeoning damage on a hit. When you take the
Attack action and make a constrict attack, you can use
With good movement speed and high dexterity, cats a bonus action to initiate a grapple with the target of
make natural rogues. However, their poor natural your successful unarmed strike. You may grapple even
weapons and lack of hands make them fairly weak though you have no hands.
without a damage boost like Sneak Attack.
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 and read Common.
Design Notes
Playing a Constrictor Snake
Fairly straightforward beast. Like other beasts, we’ll
treat the cat as awakened. Constrictor snakes have good physical ability scores,
decent movement options, and a powerful grapple
Cats are beasts, costing -0.5 BP but offering no ability on their natural weapons. Consider classes
specific traits. which work well in melee like barbarian, fighter, and
monk. Use your blindsight to ambush hidden or
The cat’s ability scores are mostly terrible, but their invisible foes and grapple them to keep them from
Dexterity is good so we’ll grant +2 Dexterity for 2 BP. fleeing.
From the stat block, we get tiny size for -1 BP, 40 ft. Like many other creatures, being awakened has a
walking speed for 1.5 BP, 30 ft. climb speed for 2 BP, great deal of influence of your character’s personality.
the ability to speak Common for 0 BP since we’re Consider what effect granted your character superior
treating the cat as awakened, and Keen Smell for 0.5 intelligence, and how that effect shaped your
BP. Cats have no hands for -2 BP, and we’ll set their character’s personality.
natural weapons to 1d4 for 1 BP. Because they qualify,
we’ll add natural weapon finesse for 0 BP. Design Notes
At 3 BP, the cat is well below our target range of 8- More complex than many beasts, the constrictor snake
10 BP. It’s largely unplayable. has a couple of interesting abilities like blindsight and
Grab. Like other beasts, we’ll treat the constrictor as
Constrictor Snake awakened.
Large snakes that kill prey by crushing and strangling Constrictor snakes are beasts, costing -0.5 BP but
them in the snake’s heavy coils. offering no specific traits.
The constrictor snake’s best ability scores are
Strength and Dexterity, so we’ll grant +1 to each for 2
BP.
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Races 220
From the stat block, we get medium size (down from 20 ft.) for 0 BP, 20 ft. swim speed for 0.5 BP, blindsight
large), 30 ft. walking speed, 30 ft. climb speed for 2 BP, 30 ft. for 6 BP, and amphibious for 0.5 BP. Crabs have
blindsight 10 ft. for 4 BP, and Grab for 2 BP. Constrictor no hands for -2 BP, and we’ll set their natural weapons
snakes have no hands for -2 BP, and we’ll set their to 1d4 for 1 BP.
natural weapons to 2 BP. Due to the nature of the
snake’s movement, we’ll disallow armor for -3 BP. At 4.5 BP, the crab is well below our target range of
8-10 BP. Blindsight is its only redeeming quality.
At 6.5 BP, the constrictor snake is below our target
range of 8-10 BP. Crocodile
Crab Aquatic predators that emerge from murky pools to
ambush their prey.
Clawed crustaceans valued for their succulent meat.
Crocodile Traits
Crab Traits
Crocodiles share the following racial traits.
Crab share the following racial traits. Creature Type. Beast
Creature Type. Beast Ability Score Increase. +2 Strength.
Ability Score Increase. None. Alignment. Normally unintelligent beasts, most
Alignment. Normally unintelligent beasts, most
crocodiles are neutral.
crabs are neutral. Size. Your size is medium.
Size. Your size is small. Speed. Your base walking speed is 20 ft. You have a
Speed. Your base walking speed is 25 ft. You have a
swim speed of 30 ft.
swim speed of 20 ft. Bite. You are proficient with your unarmed strikes,
Blindsight. You have blindsight 60 ft.
Claw. You are proficient with your unarmed strikes, which deal 1d8 piercing damage on a hit.
When you take the Attack action and make an
which deal 1d4 slashing damage on a hit.
Natural Armor. While unarmored, your AC is equal unarmed strike, you can use a bonus action to initiate a
grapple with the target of your successful unarmed
to 11 + your Dexterity modifier. 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. Languages. You can speak and read Common.
Languages. You can speak and read Common. Playing a Crocodile
Playing a Crab Strong ambush grapplers, unfortunately the crocodile’s
natural hunting methods don’t cater well to a life of
The crab is only useful for its blindsight. Its poor armor, adventuring. You will need to adapt to hunting prey
weak natural weapons, and lack of ability increases outside of the crocodile’s natural habitat.
make it wholly unthreatening.
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.
Design Notes
Design Notes
A fairly straightforward beast. Like other beasts, we’ll
A fairly straightforward beast. Like other beasts, we’ll treat the crocodile as awakened.
treat the crab as awakened.
Crocodiles are beasts, costing -0.5 BP but offering no
Crabs are beasts, costing -0.5 BP but offering no specific traits.
specific traits.
The crocodile’s ability scores aren’t great, but their
The crab’s ability scores are all awful, so we’ll omit Strength is good so we’ll grant +2 Strength for 2 BP.
an ability increase.
From the stat block, we get medium size (down from
From the stat block, we get tiny size for -1 BP, +1 large), +2 natural armor for 1 BP, 20 ft. walking speed
natural armor for 0.5 BP, 25 ft. walking speed (up from for -1 BP, 30 ft. swim speed for 2 BP, and 15 minutes of
Not for resale. Permission granted to print or photocopy this document for personal use only.
Races 221
Hold Breath for 0.25 BP, and Grab for 2 BP. Crocodiles The death dog’s physical ability scores are all good,
have no hands for -2 BP, and we’ll drop their natural making it difficult to decide what to increase. Since the
weapons to 1d8 for 2 BP. death dog is mostly a basic beast, we’ll grant +1
Strength and +1 Constitution for 2 BP.
At 5.75 BP, the crocodile is well below our target
range of 8-10 BP. From the stat block, we get medium size, 40 ft.
walking speed for 1 BP, 120 ft. Darkvision for 3 BP, and
Death Dog two heads for 3.5 BP, and the ability to speak Common
for 0 BP since we’re treating the death dog as
Evil, two-headed canine monstrosities with a taste for awakened Death dogs have no hands for -2 BP, and
humanoid flesh. we’ll set their natural weapons to 1d6 for 1.5 BP.
Death Dog Traits At 9 BP, the death dog falls within our target range
of 8-10 BP. If you want to strengthen the death dog,
Death Dogs share the following racial traits. increase its natural weapon damage. If you want to
Creature Type. Monstrosity weaken the death dog, remove the Perception benefit
Ability Score Increase. +1 Strength, +1 Constitution. of Two Heads.
Alignment. Evil creatures with a taste for human
Deer
flash, most death dogs are neutral evil
Size. Your size is medium. Quadrupedal herbivores native to several continents.
Speed. Your base walking speed is 40 ft.
Bite. You are proficient with your unarmed strikes, Deer Traits
which deal 1d6 piercing damage on a hit. Deer share the following racial traits.
No Hands. You are unable to wield weapons or wear Creature Type. Beast
Ability Score Increase. +2 Dexterity, +1 Wisdom.
shields, and cannot use items which require Alignment. Normally unintelligent beasts, most deer
manipulation, including spellcasting foci, wands, tools,
etc. are neutral.
Size. Your size is medium.
Superior Darkvision. You can see in dim light within Speed. Your base walking speed is 50 ft.
120 feet of you as if it were bright light, and in Gore. You are proficient with your unarmed strikes,
darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray. which deal 1d4 piercing damage on a hit.
No Hands. You are unable to wield weapons or wear
Two Heads. While both of your heads are awake,
you have advantage on Wisdom (Perception) checks shields, and cannot use items which require
and on saving throws against being blinded, charmed, manipulation, including spellcasting foci, wands, tools,
deafened, frightened, stunned, and knocked etc.
unconscious.
Languages. You can speak and read Common.
Languages. You can speak and read Common.
Playing a Deer
Playing a Death Dog
The deer’s ability scores make it an excellent Druid,
Death dogs are similar to many beasts, but notable Monk, or Ranger. However, its weak weapons and lack
have two heads. This provides several defensive of special traits make it extremely weak compared to
benefits, making the death dog resistant to many other races.
debilitating conditions and difficult to survive.
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.
Design Notes
Design Notes
Fairly straightforward beast. Like other beasts, we’ll
Little more than a beast, the death dog is easy to treat the deer as awakened.
design. We’ll treat the death dog as awakened.
Deer are beasts, costing -0.5 BP but offering no
Death dogs are monstrosities, costing 0.5 BP but specific traits.
offering no specific traits.
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Races 222
The deer’s best ability scores are Dexterity and Keen Sight. You have advantage on Wisdom
Wisdom, so we’ll grant +2 Dexterity and +1 Wisdom for (Perception) checks that rely on sight.
3 BP.
No Hands. You are unable to wield weapons or wear
From the stat block, we get medium size, 50 ft. shields, and cannot use items which require
walking speed for 2 BP, and the ability to speak manipulation, including spellcasting foci, wands, tools,
Common for 0 BP since we’re treating the deer as etc.
awakened. Deer have no hands for -2 BP, and we’ll set
their natural weapons to 1d4 for 1 BP. Talons. You are proficient with your unarmed strikes,
which deal 1d4 piercing damage on a hit.
At 3.5 BP, the deer is well below our target range of
8-10 BP. Despite fantastic ability scores it’s not really a You can use Dexterity instead of Strength for the
playable option. If you want to strengthen the deer, attack and damage rolIs of your unarmed strikes. Your
increase its natural weapon damage. unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
Dire Wolf Attack.
Larger and more primitive looking than the common Languages. You can speak and read Common.
wolf.
Playing an Eagle
See the traits listed under “Wolf”, later in this
section. The eagle is fast and nimble, but otherwise weak.
Consider classes like druid and ranger which take
Design Notes advantage of the eagle’s ability increases and mobility.
The dire wolf is essentially identical to the wolf with Like many other creatures, being awakened has a
slightly better ability scores and a few more hit dice. great deal of influence of your character’s personality.
That’s not enough to distinguish the two as playable Consider what effect granted your character superior
races, so we’ll just refer players to the wolf stats. intelligence, and how that effect shaped your
character’s personality.
Draft Horse
Design Notes
Larger and stronger than ponies, draft horses are bread
for pulling large objects and other forms of labor. Fairly straightforward beast. Like other beasts, we’ll
treat the eagle as awakened.
See the traits listed under “Pony”, later in this
section. Eagles are beasts, costing -0.5 BP but offering no
specific traits.
Design Notes
The eagle’s best ability scores are Dexterity and
The draft horse is essentially identical to the pony with Wisdom, so we’ll grant +1 to each for 2 BP.
slightly better ability scores and a few more hit dice.
That’s not enough to distinguish the two as playable From the stat block, we get small size for -1 BP, 10 ft.
races, so we’ll just refer players to the pony stats. walking speed for -1.5 BP, 60 ft. fly speed for 7 BP,
Keen Sight for 0.5 BP, and the ability to speak Common
Eagle for 0 BP since we’re treating the eagle as awakened.
Eagles have no hands for -2 BP, and we’ll set their
Large raptors, eagles are native to many continents. natural weapons to 1d4 for 1 BP. Because they qualify,
we’ll add natural weapon finesse for 0 BP.
Eagle Traits
At 5.5 BP, the eagle is well below our target range of
Eagles share the following racial traits. 8-10 BP. Despite excellent speed, the eagle is simply
Creature Type. Beast too weak to serve as a playable race.
Ability Score Increase. +1 Dexterity, +1 Wisdom.
Alignment. Normally unintelligent beasts, most Elephant
eagles are neutral. Enormous land-dwelling herbivores with huge tusks,
Size. Your size is small. and long prehensile trunks.
Speed. Your base walking speed is 10 ft.
Flight. You have a flying speed of 60 feet. To use this Elephant Traits
speed, you can’t be wearing medium or heavy armor. Elephants share the following racial traits.
Creature Type. Beast
Ability Score Increase. +2 Strength, +2 Constitution.
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Races 223
Alignment. Normally unintelligent beasts, most Elk
elephants are neutral.
Large, horned quadrupeds resembling enormous deer.
Size. Your size is medium.
Speed. Your base walking speed is 35 ft. Elk Traits
Gore and Stomp. You are proficient with your
unarmed strikes, which deal 1d8 piercing damage or Elks share the following racial traits.
bludgeoning damage on a hit. Creature Type. Beast
Natural Armor. While unarmored, your AC is equal Ability Score Increase. +1 Strength.
to 13 + your Dexterity modifier. Alignment. Normally unintelligent beasts, most elk
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require are neutral.
manipulation, including spellcasting foci, wands, tools, Size. Your size is medium.
etc. Speed. Your base walking speed is 50 ft.
Trampling Charge. If you move at least 15 feet Charge. Once per turn, if you move at least 15 feet
straight toward a creature then hit it with an unarmed
strike on the same turn, you may attempt to shove the toward a creature and hit it with a Strength-based
target prone as a bonus action (see “Shoving a melee weapon attack, the target takes an extra 1d6
Creature”, page 195 of the Player’s Handbook). damage from the attack. This damage increases to 2d6
Languages. You can speak and read Common. at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Playing an Elephant Hooves and Ram. You are proficient with your
unarmed strikes, which deal 1d8 bludgeoning damage
Strong, durable, and fast, elephants are powerful on a hit.
chargers. Consider classes like barbarian and fighter
which can survive running into and out of melee to Knockdown. If you move at least 15 feet straight
take advantage of Trampling Charge. toward a creature then hit it with an unarmed strike on
the same turn, you may attempt to shove the target
Like many other creatures, being awakened has a prone as a bonus action (see “Shoving a Creature”,
great deal of influence of your character’s personality. page 195 of the Player’s Handbook).
Consider what effect granted your character superior
intelligence, and how that effect shaped your No Hands. You are unable to wield weapons or wear
character’s personality. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Design Notes etc.
Fairly straightforward beast. Like other beasts, we’ll Languages. You can speak and read Common.
treat the elephant as awakened.
Playing an Elk
Elephants are beasts, costing -0.5 BP but offering no
specific traits. Strong and fast, elk excel at charging. Use hit-and-run
tactics to capitalize on your Charge and Knockdown
The elephant’s best abilities are Strength and traits.
Constitution, so we’ll grant +2 to each for 4 BP.
Like many other creatures, being awakened has a
From the stat block, we get medium size (down from great deal of influence of your character’s personality.
huge), +3 natural armor for 1.5 BP, 35 ft. walking speed Consider what effect granted your character superior
(down from 40 ft.) for 0.5 BP, and the ability to speak intelligence, and how that effect shaped your
Common for 0 BP since we’re treating the elephant as character’s personality.
awakened. Elephants have no hands for -2 BP, and
we’ll set their natural weapons to 1d8 for 2 BP. Design Notes
Like the triceratops, we’ll reskin Pounce for 2 BP to Fairly straightforward beast. Like other beasts, we’ll
approximate Trampling Charge. treat the elk as awakened.
At 8 BP, the elephant bottoms out our target range Elk are beasts, costing -0.5 BP but offering no specific
of 8-10 BP. It’s a fairly boring race, but it’s reasonably traits.
playable. If you want to strengthen the elephant,
increase its speed. The elk’s only good ability is Strength, so we’ll grant
+1 Strength for 1 BP.
From the stat block, we get medium size (down from
large), 50 ft. walking speed for 2 BP, the ability to speak
Common for 0 BP since we’re treating the elk as
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Races 224
awakened, and we’ll combine Charge for 2 BP and Design Notes
Pounce for 1.5 BP to approximate the secondary
effects on the elk’s Charge. Elk have no hands for -2 BP, Fairly straightforward beast. Like other beasts, we’ll
and we’ll set their natural weapons to 1d8 for 2 BP. treat the flying snake as awakened.
At 6 BP, the elk is below our target range of 8-10 BP. Flying snakes are beasts, costing -0.5 BP but offering
It’s not particularly interesting, but having two charging no specific traits.
abilities could make it fun to play.
The flying snake’s Dexterity is excellent, so we’ll
Flying Snake grant +2 Dexterity for 2 BP.
Brightly colored, winged serpents. From the stat block, we get small size (up from tiny)
for -1 BP, 30 ft. walking speed for 0.5 BP, 30 ft. fly
Flying Snake Traits speed (down from 60 ft.) for 4 BP, 30 ft. swim speed
for 2 BP, blindsight 10 ft. for 4 BP, the ability to speak
Flying snakes share the following racial traits. Common for 0 BP since we’re treating the elk as
Creature Type. Beast awakened, and flyby for 2 BP. Flying snakes have no
Ability Score Increase. +2 Dexterity. hands for -2 BP, and we’ll set their natural weapons to
Alignment. Normally unintelligent beasts, most 1d4 piercing + 1d4 poison for 2 BP. Because they
qualify, we’ll add natural weapon finesse for 0 BP.
flying snakes are neutral.
Size. Your size is small. Like other snakes, we’ll also disallow armor for -3 BP.
Speed. Your base walking speed is 30 ft. You have a At 10 BP, the flying snake tops out our target range
of 8-10 BP. It’s not especially exciting but it’s very
swim speed of 30 ft. mobile and has excellent stats. If you want to
Bite. You are proficient with your unarmed strikes, strengthen the flying snake, increase its fly speed. If
you want to weaken the flying snake, reduce its natural
which deal 1d4 piercing damage and 1d4 poison weapon damage or reduce its walking speed.
damage on a hit.
Frog
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your Amphibious creatures native to a wide variety of
unarmed strikes count as a weapon with the Finesse climates.
property for all effects which require it, such as Sneak
Attack. Frog Traits
Blindsight. You have blindsight 10 ft. Frogs share the following racial traits.
Flight. You have a flying speed of 30 feet. To use this Creature Type. Beast
speed, you can’t be wearing medium or heavy armor. Ability Score Increase. +1 Dexterity.
Serpentine Body. You have no arms or hands. You Alignment. Normally unintelligent beasts, most frogs
are unable to wield weapons or wear shields, and
cannot use items which require manipulation, including are neutral.
spellcasting foci, wands, tools, etc. You are unable to Size. Your size is tiny.
wear armor. Speed. Your base walking speed is 20 ft. You have a
Languages. You can speak and read Common.
swim speed of 20 ft.
Playing a Flying Snake Amphibious. You can breathe air and water.
Limited Darkvision. You can see in dim light within
Flying snakes are mobile, dexterous, and have
blindsight. As such, they do well in any class that 30 feet of you as if it were bright light, and in darkness
emphasizes stealth, including monk, ranger, and rogue. as if it were dim light. You can’t discern color in
However, with no ability to wear armor or use shields darkness, only shades of gray.
and with no natural armor they have problems raising
their armor class. No Hands. You are unable to wield weapons or wear
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
intelligence, and how that effect shaped your Standing Leap. Your long jump is up to 30 feet and
character’s personality. your high jump is up to 15 feet, with or without a
running start.
Languages. You can speak and read Common.
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Races 225
Playing a Frog Speed. Your base walking speed is 30 ft. You have a
burrow speed of 10 ft.
Frogs are too weak to be reasonably played as a player
character. They lack any form of attack, and with no Bite and Claw. You are proficient with your unarmed
ability to hold spellcasting foci or use somatic strikes, which deal 1d8 piercing damage or 1d8 slashing
components they are unable to cast most spells. damage on a hit.
Like many other creatures, being awakened has a Keen Smell. You have advantage on Wisdom
great deal of influence of your character’s personality. (Perception) checks that rely on smell.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Limited Darkvision. You can see in dim light within
character’s personality. 30 feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
Design Notes darkness, only shades of gray.
Fairly straightforward beast. Like other beasts, we’ll Languages. You can speak and read Common.
treat the flying snake as awakened.
Playing a Giant Badger
Frogs are beasts, costing -0.5 BP but offering no
specific traits. Giant badgers tough, and have a burrow speed.
However, they’re not very strong and lack natural
The frog’s abilities are atrocious. Dexterity is the only armor. Consider classes which will keep you alive like
ability score above 10, so we’ll grant +1 Dexterity for 1 barbarian or fighter.
BP.
Like many other creatures, being awakened has a
From the stat block, we get tiny size for -1.5 BP, 20 great deal of influence of your character’s personality.
ft. walking speed, 20 ft. swim speed for 0.5 BP, Consider what effect granted your character superior
Darkvision 30 ft. for 1.5 BP, the ability to speak intelligence, and how that effect shaped your
Common for 0 BP since we’re treating the frog as character’s personality.
awakened, Amphibious for 0.5 BP and Standing Leap
for 0.5 BP. The frog has no hands for -2 BP, but does Design Notes
not have any natural weapons to compensate.
The giant badger’s stats aren’t much different from
At 0 BP, the frog is functionally unplayable. those of the standard badger, but they’re different
enough to highlight some differences in the stat blocks.
Giant Ape As usual, we’ll treat the giant badger as awakened.
Larger and stronger than normal apes. Giant badgers are beasts, costing -0.5 BP but offering
See the traits listed under “Ape”, earlier in this no specific traits.
section. The giant badger’s abilities aren’t great, but their
constitution is good so we’ll grant +2 Constitution for 2
Design Notes BP.
The giant ape is essentially identical to the ape with From the stat block, we get medium size, 30 ft.
slightly better ability scores and a few more hit dice. walking speed, 10 ft. burrow speed for 2 BP, 30 ft.
That’s not enough to distinguish the two as playable Darkvision for 1.5 BP, Keen Smell for 0.5 BP, and the
races, so we’ll just refer players to the ape stats. ability to speak Common for 0 BP since we’re treating
the giant badger as awakened. Giant badgers have no
Giant Badger hands for -2 BP, and we’ll set their natural weapons to
1d8 for 2 BP.
Enormous omnivorous mammals that live in burrows.
At 5.5 BP, the giant badger is well below our target
Giant Badger Traits range of 8-10 BP. If you want to strengthen the giant
badger, consider adding a Strength increase.
Giant badgers share the following racial traits.
Creature Type. Beast Giant Bat
Ability Score Increase. +2 Constitution.
Alignment. Normally unintelligent beasts, most giant Enormous cave-dwelling creatures with leathery wings.
badgers are neutral. Giant Bat Traits
Size. Your size is medium.
Giant bats share the following racial traits.
Creature Type. Beast
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Races 226
Ability Score Increase. +1 Strength, +1 Dexterity. Design Notes
Alignment. Normally unintelligent beasts, most giant
bats are neutral. Fairly straightforward beast. Like other beasts, we’ll
Size. Your size is medium. treat the giant bat as awakened.
Speed. Your base walking speed is 10 ft.
Bite. You are proficient with your unarmed strikes, Giant bats are beasts, costing -0.5 BP but offering no
which deal 1d8 piercing damage on a hit. specific traits.
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your Giant bats have good Strength and Dexterity, so we’ll
unarmed strikes count as a weapon with the Finesse grant +1 to each for 2 BP.
property for all effects which require it, such as Sneak
Attack. From the stat block, we get medium size (down from
Blindsight. You have blindsight 60 ft. large), 10 ft. walking speed for -2 BP, 40 ft. fly speed
Echolocation. You can’t use your blindsight while (down from 60 ft.) for 5 BP, blindsight 60 ft. for 6 BP,
deafened. the ability to speak Common for 0 BP since we’re
Flight. You have a flying speed of 40 feet. To use this treating the bat as awakened, echolocation for -1.5 BP,
speed, you can’t be wearing medium or heavy armor. and Keen Hearing for 0.5 BP. Giant bats have no hands
Keen Hearing. You have advantage on Wisdom for -2 BP., and we’ll set the giant bat’s natural weapons
(Perception) checks that rely on hearing. to 1d6 for 2 BP. Because they qualify, we’ll add natural
No Hands. You are unable to wield weapons or wear weapon finesse for 0 BP.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, At 9.5 BP, the giant bat is within our target range of
etc. 8-10 BP. Flight and blindsight are a potent combination
Languages. You can speak and read Common. that could make the giant bat fun to play. If you want
to strengthen the giant bat, increase its fly speed. If
Playing a Giant Bat you want to weaken the giant bat, reduce its fly speed.
Giant bats have good physical ability scores, and with Giant Boar
blindsight and flight are able to move around quickly in
the dark. Consider classes which perform well in A larger version of the common boar.
darkness like rogue. See the traits listed under “Boar”, earlier in this
Like many other creatures, being awakened has a section.
great deal of influence of your character’s personality.
Consider what effect granted your character superior Design Notes
intelligence, and how that effect shaped your
character’s personality. The giant boar is essentially identical to the boar with
slightly better ability scores and a few more hit dice.
That’s not enough to distinguish the two as playable
races, so we’ll just refer players to the boar stats.
Giant Centipede
Enormous bugs with numerous legs.
Giant Centipede Traits
Giant centipedes share the following racial traits.
Creature Type. Beast
Ability Score Increase. +1 Dexterity.
Alignment. Normally unintelligent beasts, most giant
centipedes are neutral.
Size. Your size is small.
Speed. Your base walking speed is 30 ft. You have a
climb speed of 30 ft.
Bite. You are proficient with your unarmed strikes,
which deal 1d4 piercing damage and 1d4 poison
damage on a hit.
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 227
unarmed strikes count as a weapon with the Finesse and a few more hit dice. That’s not enough to
property for all effects which require it, such as Sneak distinguish the two as playable races, so we’ll just refer
Attack. players to the constrictor snake stats.
Blindsight. You have blindsight 60 ft. Giant Crab
Natural Armor. While unarmored, your AC is equal
to 11 + your Dexterity modifier. Enormous crustaceans capable of grasping a full-grown
No Hands. You are unable to wield weapons or wear human in their claws.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, Giant Crab Traits
etc.
Languages. You can speak and read Common. Giant crabs share the following racial traits.
Creature Type. Beast
Playing a Giant Centipede Ability Score Increase. +1 Dexterity.
Alignment. Normally unintelligent beasts, most giant
Giant centipedes are nimble and quick, and have
excellent blindsight, allowing them to thrive in crabs are neutral.
darkness. Consider classes like monk, ranger, and Size. Your size is medium.
rogue which perform well while being stealthy. Speed. Your base walking speed is 30 ft. You have a
Like many other creatures, being awakened has a swim speed of 30 ft.
great deal of influence of your character’s personality. Blindsight. You have blindsight 30 ft.
Consider what effect granted your character superior Amphibious. You can breathe air and water.
intelligence, and how that effect shaped your Claw. You are proficient with your unarmed strikes,
character’s personality.
which deal 1d6 piercing damage a on a hit.
Design Notes You can use Dexterity instead of Strength for the
Fairly straightforward beast. Like other beasts, we’ll attack and damage rolIs of your unarmed strikes. Your
treat the giant centipede as awakened. unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
Giant centipedes are beasts, costing -0.5 BP but Attack.
offering no specific traits.
Natural Armor. While unarmored, your AC is equal
Giant centipedes have poor stats, but their Dexterity to 13 + your Dexterity modifier.
is decent so we’ll grant +1 Dexterity for 1 BP.
No Hands. You are unable to wield weapons or wear
From the stat block, we get small size, +1 natural shields, and cannot use items which require
armor for 0.5 BP, 30 ft. walking speed for 0.5 BP, 30 ft. manipulation, including spellcasting foci, wands, tools,
climb speed for 2 BP, blindsight 30 ft. for 6 BP, and the etc.
ability to speak Common since we’re treating the giant
centipede as awakened. Giant centipedes have no Languages. You can speak and read Common.
hands for -2 BP, and we’ll set their natural weapons to
1d4 piercing and 1d4 poison for 2 BP. Because they Playing a Giant Crab
qualify, we’ll add natural weapon finesse for 0 BP.
Giant crabs are quick and have natural armor and blind
We’ll abandon the paralysis mechanic of the giant sight. This combination of mobility, durability, and
centipede’s bite to save BP. senses makes them excellent stealth characters, either
as a monk, a ranger, or a rogue.
At 9.5 BP, the giant centipede is within our target
range of 8-10 BP. It’s playable, but not very exciting. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Giant Constrictor Snake Consider what effect granted your character superior
intelligence, and how that effect shaped your
Larger still than the already immense constrictor snake. character’s personality.
See the traits listed under “Constrictor Snake”,
Design Notes
earlier in this section.
Fairly straightforward beast. Like other beasts, we’ll
Design Notes treat the giant crab as awakened.
The giant constrictor snake is essentially identical to Giant crabs are beasts, costing -0.5 BP but offering
the constrictor snake with slightly better ability scores no specific traits.
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Races 228
Giant crabs have poor stats, but their Dexterity is Talons. You are proficient with your unarmed strikes,
decent so we’ll grant +1 Dexterity for 1 BP. which deal 1d8 piercing damage on a hit.
From the stat block, we get medium size, +2 natural You can use Dexterity instead of Strength for the
armor (down from +3) for 1 BP, 30 ft. walking speed, 30 attack and damage rolIs of your unarmed strikes. Your
ft. swim speed for 2 BP, 30 ft. blindsight for 6 BP, the unarmed strikes count as a weapon with the Finesse
ability to speak Common since we’re treating the giant property for all effects which require it, such as Sneak
crab as awakened, Amphibious for 0.5 BP, and Grab for Attack.
2 BP. Giant crabs have no hands for -2 BP, and we’ll set
their natural weapons to 1d6 for 1.5 BP. Because they Languages. You can speak and read Giant Eagle. You
qualify, we’ll add natural weapon finesse for 0 BP. can understand Common and Auran, but can’t speak
any language except Giant Eagle.
At 11.5 BP, the giant crab exceeds our target range
of 8-10 BP. However, I don’t think it’s much more Playing a Giant Eagle
appealing than any published race. If you want to
strengthen the giant crab, increase its natural weapon Giant eagles are both strong and nimble, giving them
damage. If you want to weaken the giant crab, reduce numerous class options. Consider classes which do well
its blindsight range or remove its natural armor. in melee like barbarian and fighter, but don’t ignore
classes like ranger or rogue just because they lack the
Giant Crocodile sheer martial might of other classes.
Truly massive lizards that dwell in warm, murky waters. Giant eagles are described as noble, and are among
See the traits listed under “Crocodile”, earlier in this few naturally intelligent beasts. With little information
provided on giant eagle culture and personality, you’ll
section. need to fill in the gaps.
Design Notes Design Notes
The giant crocodile is essentially identical to the Fairly straightforward beast. Notably, giant eagles are
crocodile with slightly better ability scores and a few already intelligent.
more hit dice. That’s not enough to distinguish the two
as playable races, so we’ll just refer players to the Giant eagles are beasts, costing -0.5 BP but offering
crocodile stats. no specific traits.
Giant Eagle Giant eagles have excellent physical ability scores.
Strength and Dexterity are the best, so we’ll grant +1 to
Enormous raptors strong enough to carry off full grown each for 2 BP.
humans. Unlike most beasts, giants are intelligent.
From the stat block, we get medium size (down from
Giant Eagle Traits large), 10 ft. walking speed for -2 BP, 80 ft. fly speed for
9 BP, and Keen Sight for 0.5 BP. Giant Eagles can speak
Giant eagles share the following racial traits. only their own language, but can understand Common
Creature Type. Beast and Auran. We’ll call that Common plus a racial
Ability Score Increase. +1 Strength, +1 Dexterity. language and an additional fixed language for 0.25 BP,
Alignment. One of few naturally intelligent beasts, and we’ll apply half of the Can’t Speak penalty for -0.5
BP. Giant eagles have no hands for -2 BP, and we’ll set
most giant eagles are neutral good. their natural weapons to 1d8 for 2 BP. Because they
Size. Your size is medium. qualify, we’ll add natural weapon finesse for 0 BP.
Speed. Your base walking speed is 10 ft.
Flight. You have a flying speed of 60 feet. To use this At 8.75 BP, the giant eagle is within our target range
of 8-10 BP. However, most of this BP comes from the
speed, you can’t be wearing medium or heavy armor. giant eagle’s fly speed, so the race isn’t especially
Keen Sight. You have advantage on Wisdom interesting.
(Perception) checks that rely on sight. Giant Elk
No Hands. You are unable to wield weapons or wear
Horned herd animals the size of elephants.
shields, and cannot use items which require See the traits listed under “Elk”, earlier in this
manipulation, including spellcasting foci, wands, tools,
etc. section.
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Races 229
Design Notes Giant fire beetles have terrible ability scores.
Constitution is the only one above 10 (barely), so we’ll
The giant elk is essentially identical to the elk with grant +1 Constitution for 1 BP.
slightly better ability scores and a few more hit dice.
That’s not enough to distinguish the two as playable From the stat block, we get small size for -1 BP, +3
races, so we’ll just refer players to the elk stats. natural armor for 1.5 BP, 30 ft. walking speed for 0.5
BP, 30 ft. blindsight for 6 BP, Illumination for 0.25 BP.
Giant Fire Beetle Giant fire beetles have no hands for -2 BP, and we’ll set
their natural weapons to 1d6 for 1.5 BP.
Nocturnal insects the size of dogs known for their
glowing glands. At 7.25 BP, the giant fire beetle is below our target
range of 8-10 BP. It’s close to a reasonably BP value,
Giant Fire Beetle Traits but it’s barely playable. If you want to strengthen the
giant fire beetle, grant it some natural armor, increase
Giant fire beetles share the following racial traits. its natural weapon damage, or increase its Constitution
Creature Type. Beast modifier.
Ability Score Increase. +1 Constitution.
Alignment. Normally unintelligent beasts, most giant Giant Frog
fire beetles are neutral. Enormous amphibians that prey on nearly anything
Size. Your size is small. they can swallow.
Speed. Your base walking speed is 30 ft.
Bite. You are proficient with your unarmed strikes, Giant Frog Traits
which deal 1d6 slashing damage on a hit. Giant frogs share the following racial traits.
Blindsight. You have blindsight 30 ft. Creature Type. Beast
Illumination. You shed bright light in a 10-foot radius Ability Score Increase. +2 Strength, +1 Dexterity.
Alignment. Normally unintelligent beasts, most giant
and dim light for an additional 10 feet.
Natural Armor. While unarmored, your AC is equal frogs are neutral.
Size. Your size is medium.
to 13 + your Dexterity modifier. Speed. Your base walking speed is 30 ft. and you
No Hands. You are unable to wield weapons or wear
have a swim speed of 30 ft.
shields, and cannot use items which require Amphibious. You can breathe air and water.
manipulation, including spellcasting foci, wands, tools, Bite. You are proficient with your unarmed strikes,
etc.
which deal 1d8 piercing damage a on a hit.
Languages. You can speak and read Common. You can use Dexterity instead of Strength for the
Playing a Giant Fire Beetle attack and damage rolIs of your unarmed strikes. Your
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
to use mundane darkness to their advantage. Consider When you take the Attack action and make an
classes like barbarian or fighter which are capable of unarmed strike, you can use a bonus action to initiate a
surviving drawing a lot of attacks. grapple with the target of your successful unarmed
strike.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. No Hands. You are unable to wield weapons or wear
Consider what effect granted your character superior shields, and cannot use items which require
intelligence, and how that effect shaped your manipulation, including spellcasting foci, wands, tools,
character’s personality. etc.
Design Notes Languages. You can speak and read Common.
Fairly straightforward beast. Like other beasts, we’ll Playing a Giant Frogs
treat the giant fire beetle as awakened.
Giant frogs are strong and nimble, but lack natural
Giant fire beetles are beasts, costing -0.5 BP but armor. Either wear manufactured armor, or consider
offering no specific traits. classes like barbarian and monk with offer other
options to raise your armor class.
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Races 230
Like many other creatures, being awakened has a Natural Armor. While unarmored, your AC is equal
great deal of influence of your character’s personality. to 11 + your Dexterity modifier.
Consider what effect granted your character superior
intelligence, and how that effect shaped your No Hands. You are unable to wield weapons or wear
character’s personality. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Design Notes etc.
Fairly straightforward beast. Like other beasts, we’ll Ram. You are proficient with your unarmed strikes,
treat the giant frog as awakened. which deal 1d8 bludgeoning damage a on a hit.
Giant frogs are beasts, costing -0.5 BP but offering no Sure-Footed. You have advantage on Strength and
specific traits. Dexterity saving throws made against effects that
would knock you prone.
The giant frog’s abilities aren’t great, but we’ll grant
+2 Strength and +1 Dexterity for 3 BP since those are Languages. You can speak and read Common.
their best ability scores.
Playing a Giant Goat
From the stat block, we get medium size, 30 ft.
walking speed, 30 ft. swim speed for 1 BP, 30 ft. Giant goats are strong and wise, making them excellent
Darkvision for 1.5 BP, the ability to speak Common druids, fighters, monks, and rangers. Their natural
since we’re treating the giant frog as awakened, armor is poor, so consider wearing manufactured
Amphibious for 0.5 BP, and Standing Leap for 0.5 BP. armor.
Giant frogs have no hands for -2 BP, and we’ll raise the
giant frog’s natural weapons to 1d8 for 2 BP and add Like many other creatures, being awakened has a
Grab for 2 BP. Because they qualify, we’ll add natural great deal of influence of your character’s personality.
weapon finesse for 0 BP. Consider what effect granted your character superior
intelligence, and how that effect shaped your
We really can’t grant Swallow to players. It’s too character’s personality.
easy to abuse, and it would win most fights against
medium or smaller creatures with little effort on the Design Notes
player’s part.
Fairly straightforward beast. Like other beasts, we’ll
At 8 BP, the giant frog is at the bottom of our target treat the giant goat as awakened.
range of 8-10 BP. If you want to strengthen the giant
frog, grant it natural armor. If you want to weaken the Giant goats are beasts, costing -0.5 BP but offering
giant frog, reduce its Strength increase. no specific traits.
Giant Goat The giant goat’s ability scores are pretty typical for a
large animal, but they’ve got abnormally high Wisdom.
Enormous quadrupeds native to mountainous We’ll grant +2 Strength and +1 Wisdom for 3 BP.
environments, and are known for their grand, curved
horns. From the stat block, we get medium size (down from
large), +1 natural armor for 0.5 BP, 40 ft. walking speed
Giant Goat Traits for 1 BP, the ability to speak Common since we’re
treating the giant goat as awakened, and Charge for 2
Giant goats share the following racial traits. BP. Giant goats have no hands for -2 BP, and we’ll set
Creature Type. Beast their natural weapons to 1d8 for 2 BP.
Ability Score Increase. +2 Strength, +1 Wisdom.
Alignment. Normally unintelligent beasts, most giant Surefooted is new, but it’s also really situational.
We’ll call it 0.5 BP.
goats are neutral.
Size. Your size is medium. At 6.5 BP, the giant goat is below our target range of
Speed. Your base walking speed is 40 ft. 8-10 BP. It’s not a terrible race, but it’s not especially
Charge. Once per turn, if you move at least 15 feet interesting. If you want to strengthen the giant goat,
increase its natural armor. If you want to weaken the
toward a creature and hit it with a Strength-based giant goat, reduce its natural weapon damage.
melee weapon attack, the target takes an extra 1d6
damage from the attack. This damage increases to 2d6 Giant Hyena
at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Larger and even more vicious than their smaller
cousins.
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Races 231
Giant Hyena Traits additional features. If you want to strengthen giant
hyena, increase its Constitution increase or increase its
Giant hyenas share the following racial traits. speed.
Creature Type. Beast
Ability Score Increase. +2 Strength, +1 Constitution. Giant Lizard
Alignment. Normally unintelligent beasts, most giant
Enormous reptiles as large as horses, they dwell in a
hyenas are neutral. variety of warm climates.
Size. Your size is medium.
Speed. Your base walking speed is 30 ft. Giant Lizard Traits
Bite. You are proficient with your unarmed strikes,
Giant lizards share the following racial traits.
which deal 1d8 piercing damage on a hit. Creature Type. Beast
No Hands. You are unable to wield weapons or wear Ability Score Increase. +2 Strength, +1 Constitution.
Alignment. Normally unintelligent beasts, most giant
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, lizards are neutral.
etc. Size. Your size is medium.
Bite. You are proficient with your unarmed strikes,
Rampage. When you reduce a creature to 0 hit
points with a melee attack on your turn, you can take a which deal 1d8 piercing damage on a hit.
bonus action to move up to half your speed and make Natural Armor. While unarmored, your AC is equal
a bite attack.
to 11 + your Dexterity modifier.
Languages. You can speak and read Common. No Hands. You are unable to wield weapons or wear
Playing a Giant Hyena shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Strong and tough, hyenas make excellent barbarians etc.
and fighters. Rampage provides an easy way to get an
extra attack, so try to focus on eliminating weak but Languages. You can speak and read Common.
numerous foes to thin their numbers quickly.
Gecko
Like many other creatures, being awakened has a Speed. Your base walking speed is 30 ft. You have a
great deal of influence of your character’s personality.
Consider what effect granted your character superior climb speed of 30 ft.
intelligence, and how that effect shaped your Spider Climb. You can climb difficult surfaces,
character’s personality.
including upside down on ceilings, without needing to
Design Notes make an ability check.
Fairly straightforward beast. Like other beasts, we’ll Iguana
treat the giant hyena as awakened. Speed. Your base walking speed is 40 ft. You have a
Giant hyenas are beasts, costing -0.5 BP but offering climb speed of 30 ft.
no specific traits.
Salamander
The giant hyena’s ability scores are surprisingly good Hold Breath. You can hold your breath for 15
for a mundane beast. Unfortunately, that makes it hard
to decide what to improve. We’ll grant +2 Strength and minutes.
+1 Constitution for 3 BP since those will dominate the Speed. Your base walking speed is 30 ft. You have a
abilities that giant hyena characters use.
climb speed of 30 ft. and a swim speed of 30 ft.
From the stat block, we get medium size (down from
large), 40 ft. walking speed (down from 50 ft.) for 1 BP, Playing a Giant Lizard
and the ability to speak Common since we’re treating
the giant hyena as awakened. Giant hyenas have no Strong and quick, giant lizard make excellent
hands for -2 BP, and we’ll set their natural weapons to barbarians and fighters. The three versions of the giant
1d8 for 2 BP. lizard offer you options to suit the environment in
which your campaign will primarily take place.
We’ll copy Rampage from the gnoll for 2 BP.
At 5.5 BP, the giant hyena is well below our target Like many other creatures, being awakened has a
range of 8-10 BP. Improving it numerically won’t make great deal of influence of your character’s personality.
it much better, and there isn’t much inspiration to add Consider what effect granted your character superior
intelligence, and how that effect shaped your
character’s personality.
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Races 232
Design Notes Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
Fairly straightforward beast. Like other beasts, we’ll were dim light. You can’t discern color in darkness, only
treat the giant lizard as awakened. shades of gray.
Giant lizards are beasts, costing -0.5 BP but offering Hold Breath. You can hold your breath for 1 hour.
no specific traits. No Hands. You are unable to wield weapons or wear
shields. However, your tentacles are nimble enough to
The giant lizard’s ability scores are fairly typical for a manipulate and use most other objects.
mundane beast. We’ll grant +2 Strength and +1 Tentacles. You are proficient with your unarmed
Constitution for 3 BP. strikes, which deal 1d8 bludgeoning damage on a hit.
Water Breathing. You can breathe only underwater.
From the stat block, we get medium size (down from Languages. You can speak and read Common.
large), +1 natural armor for 0.5 BP, 30 ft. walking
speed, 30 ft. climb speed for 2 BP, 30 ft. Darkvision for Playing a Giant Octopus
1.5 BP, and the ability to speak Common since we’re
treating the giant lizard as awakened. Giant lizards Octopi are interesting beasts. Clever, inventive, and
have no hands for -2 BP, and we’ll set their natural intelligent enough to use simple tools. They can
weapons to 1d8 for 2 BP. squeeze through small spaces, and are dangerous
grapplers. However, their inability to wear armor
With the basic lizard covered, I want to address the makes them vulnerable in extended combat. Consider
optional variant lizards presented in the monster classes which provide alternatives to manufactured
manual. I love diversity in races, so covering different armor like barbarian and monk.
varieties of lizards seems like a fun idea.
Like many other creatures, being awakened has a
Hold breath is 0.25 BP, and a swim speed is another great deal of influence of your character’s personality.
1 BP. Spider climb is 1 BP, but I don’t think we need to Consider what effect granted your character superior
worry about a 0.25 BP difference. I also don’t want the intelligence, and how that effect shaped your
generic lizard to be totally worthless, so we’ll grant +10 character’s personality.
walking speed for 1 BP.
Design Notes
At 7.5 or 7.75 BP, the giant lizard is just below our
target range of 8-10 BP. With three subraces to choose Despite how complex and interesting octopi are in real
from, players have some fun options. If you want to life their stat block is fairly simple. Since players will
strengthen the giant lizard, increase its natural armor. spend so much more time playing an octopus than a
If you want to weaken the giant lizard, reduce its dungeon master would spend running a monster, we’ll
Strength increase. need to make some additions to match the exceptional
capabilities of real-world octopi.
Giant Octopus
Giant octopi are beasts, costing -0.5 BP but offering
Enormous aquatic creatures with soft bodies and no specific traits.
incredibly powerful tentacles.
The giant octopus’s strength is fantastic, but its other
Giant Octopus Traits ability scores aren’t great. We’ll grant +2 Strength for 2
BP.
Giant octopi share the following racial traits.
Creature Type. Beast From the stat block, we get medium size (down from
Ability Score Increase. +2 Strength. large), 10 ft. walking speed for -2 BP, 60 ft. swim speed
Alignment. Normally unintelligent beasts, most giant for 2.5 BP, Darkvision for 2 BP, and the ability to speak
Common since we’re treating the giant octopus as
octopi are neutral. awakened.
Size. Your size is medium.
Speed. Your base walking speed is 10 ft. You have a Octopi are aquatic, and can’t breathe air. Hold
Breath works fine with this change, so we’ll grant 1
swim speed of 60 ft. hour of Hold Breath for 1 BP, and Water Breathing for
Amorphous. Your body is not completely rigid, and 0 BP.
your limbs often fluctuate in size and shape as you Camouflage is a bit of a problem. Normally it’s
move. You can move through a space as narrow as 1 specific to a particular terrain like forests or rocky
inch wide without squeezing. You are unable to wear terrain, but “underwater” is really broad for an aquatic
armor.
Camouflage. You have advantage on Dexterity
(Stealth) checks made while underwater.
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Races 233
creature. We’ll call it 1 BP, but that might be too low if Keen Hearing and Sight. You have advantage on
the campaign spends a lot of time underwater. Wisdom (Perception) checks that rely on hearing or
sight.
Octopi don’t have hands, but they have prehensile
tentacles which are nimble enough to use simple tools. No Hands. You are unable to wield weapons or wear
I don’t think they could reasonably swing a weapon or shields. However, your tentacles are nimble enough to
hold a shield, but they’ve been recorder opening door manipulate and use most other objects.
knobs and other such tasks. So we’ll grant No Hands for
-1.5 BP and expand the description the mention the Superior Darkvision. You can see in dim light within
octopus’s awesome tentacles. 120 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color
We’ll set the giant octopus’s natural weapons to 1d8 in darkness, only shades of gray.
for 2 BP and add Grab for another 2 BP.
Talons. You are proficient with your unarmed strikes,
Ink Cloud is pretty similar to fog cloud, though it only which deal 1d8 piercing damage on a hit.
works underwater and also allows the octopus to Dash
as a bonus action. A 1st-level spell allowed two levels You can use Dexterity instead of Strength for the
early, and usable once per short rest is 2.75 BP. The attack and damage rolIs of your unarmed strikes. Your
water limitation is significant, but I except octopi will unarmed strikes count as a weapon with the Finesse
primarily be used in underwater campaigns. Dashing in property for all effects which require it, such as Sneak
combination with fog cloud is great, but it only occurs Attack.
once per short rest. We’ll call the whole thing 3 BP.
Languages. You can speak and read Giant Owl, but
Though the stat block doesn’t mention it, one of the cannot speak other languages. You can read and
many wonderful capabilities of octopi is that they can understand common, elvish, and sylvan.
squeeze through any space small enough to fit their
beak. We’ll add Amorphous for 0.5 BP. Of course, their Playing a Giant Owl
movement relies heavily on the fact their bodies are
soft and malleable. We’ll disallow armor for -3 BP. Fast and nimble with excellent Darkvision, giant owls
are excellent scouts, especially at night. Consider
At 9 BP, the octopus is well within our target range classes which can take advantage of your mobility like
of 8-10 BP. It’s an interesting race, but as you might fighter or rogue.
expect it will have a lot of issues in land-based
campaigns. If you want to strengthen the giant Giant owls are one of very few naturally intelligent
octopus, grant it natural armor. If you want to weaken beasts. The Monster Manual doesn’t explore their
the giant octopus, reduce its Strength increase. personality or society, so you’ll need to create those on
your own.
Giant Owl
Design Notes
Enormous, nocturnal birds of prey known for their
near-silent flight despite their immense size. Giant owls are mostly simple beasts, but notably
they’re one of very few beasts which are intelligent
Giant Owl Traits without being awakened. Beyond that distinction,
they’re very simple.
Giant owls share the following racial traits.
Creature Type. Beast Giant owls are beasts, costing -0.5 BP but offering no
Ability Score Increase. +1 Dexterity. specific traits.
Alignment. Though they often befriend creatures
The giant Dexterity is the giant owl’s only particularly
like fey or other chaotic-aligned forest creatures, most good ability score, and it’s still not great. We’ll grant +1
owls are neutral. Dexterity for 1 BP.
Size. Your size is medium. From the stat block, we get medium size (down from
Speed. Your base walking speed is 5 ft. large), 5 ft. walking speed for -2.5 BP, 60 ft. flying
Flight. You have a flying speed of 60 feet. To use this speed for 7 BP, 120 ft. Darkvision for 3 BP, flyby for 2
speed, you can’t be wearing medium or heavy armor. BP, and keen hearing and sight for 0.5 BP. Giant owls
Flyby. You may perform the Disengage action as a have no hands for -2 BP, and we’ll set their natural
bonus action. weapons to 1d8 for 2 BP. Because they qualify, we’ll
add natural weapon finesse for 0 BP.
Giant owls speak their own language, but can only
understand other languages. We’ll call the limited
ability to speak -0.75 BP like we did with the blink dog.
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Races 234
Giant owls get their own language plus two fixed Dexterity is the giant poisonous snake’s only
languages for a total of -0.5 BP. particularly good ability score, so we’ll grant +2
Dexterity for 2 BP.
At 9.25 BP, the giant owl is within our target range of
8-10 BP. If you want to strengthen the giant owl, grant From the stat block, we get medium size, 30 ft.
it a +1 Wisdom increase. If you want to weaken the walking speed for 0 BP, 30 ft. swim speed for 1 BP, and
giant owl, reduce its flight speed. 10 ft. Blindsight for 4 BP. Since we’re treating the giant
poisonous snake as awakened, we’ll grant the ability to
Giant Poisonous Snake speak Common for 0 BP. Giant poisonous snakes have
no hands for -2 BP, and we’ll set their natural weapons
Enormous predators which hunt by biting and to 1d4 and 1d4 poison for 2 BP. We’ll also disallow
poisoning their prey. armor for -3 BP because I have no idea how you would
armor a snake.
Giant Poisonous Snake Traits
At 3.5 BP, the giant poisonous snake is well below
Giant poisonous snakes share the following racial our target range of 8-10 BP. It’s not very interesting,
traits. but the stats work well for a rogue. If you want to
strengthen the giant poisonous snake, grant it a
Creature Type. Beast constitution increase and natural armor.
Ability Score Increase. +2 Dexterity.
Alignment. Normally unintelligent beasts, most giant Giant Rat
poisonous snakes are neutral.
Size. Your size is medium. Oversized cousin of the omnipresent vermin, giant rats
Speed. Your base walking speed is 30 ft. You have a are more dangerous than their smaller relatives and
swim speed of 30 ft. are just likely to carry contagious diseases.
Bite. You are proficient with your unarmed strikes,
which deal 1d4 piercing damage and 1d4 poison Giant Rat Traits
damage on a hit.
Blindsight. You have blindsight 10 ft. Giant rats share the following racial traits.
Serpentine Body. You have no arms or hands. You Creature Type. Beast
are unable to wield weapons or wear shields, and Ability Score Increase. +2 Dexterity.
cannot use items which require manipulation, including Alignment. Normally unintelligent beasts, most giant
spellcasting foci, wands, tools, etc. You are unable to
wear armor. rats are neutral.
Languages. You can speak and read Common. Size. Your size is small.
Speed. Your base walking speed is 30 ft.
Playing a Giant Poisonous Snake Bite. You are proficient with your unarmed strikes,
With high Dexterity and blindsight, giant poisonous which deal 1d4 piercing damage on a hit.
snakes are natural rogues. However, with no ability to You can use Dexterity instead of Strength for the
wear armor and no natural armor you will need to be
very cautious about protecting yourself in combat. attack and damage rolIs of your unarmed strikes. Your
Consider classes like barbarian and monk which unarmed strikes count as a weapon with the Finesse
provide alternatives to manufactured armor. property for all effects which require it, such as Sneak
Attack.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. Keen Smell. You have advantage on Wisdom
Consider what effect granted your character superior (Perception) checks that rely on smell.
intelligence, and how that effect shaped your
character’s personality. No Hands. You are unable to wield weapons or wear
shields. However, your tentacles are nimble enough to
Design Notes manipulate and use most other objects.
Giant poisonous snakes are simple beasts, possessing Pack Tactics. As a bonus action you may take
no unique or difficult traits. Like other beasts, we’ll advantage of the presence of your allies. You gain
treat the giant poisonous snake as awakened. Advantage on the next attack roll you make this turn
against a creature if at least one of your allies is within
Giant poisonous snakes are beasts, costing -0.5 BP 5 feet of the creature and the ally isn’t incapacitated.
but offering no specific traits.
Languages. You can speak and read Common.
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Races 235
Playing a Giant Rat 1d4 poison damage on a hit with your sting, or 1d8
damage with your claws.
High Dexterity and Pack Tactics can make the giant rat
a potent melee threat. However, with a weak natural When you take the Attack action and make an
weapon you’ll need to look for ways to boost your unarmed strike, you can use a bonus action to initiate a
damage output. Consider classes like Monk and Rogue grapple with the target of your successful unarmed
which offer damage boosts which can easily capitalize strike, provided that you made the attack with your
on Pack Tactics. claws.
Like many other creatures, being awakened has a Natural Armor. While unarmored, your AC is equal
great deal of influence of your character’s personality. to 12 + your Dexterity modifier.
Consider what effect granted your character superior
intelligence, and how that effect shaped your No Hands. You are unable to wield weapons or wear
character’s personality. shields. However, your tentacles are nimble enough to
manipulate and use most other objects.
Design Notes
Languages. You can speak and read Common.
Giant rats are simple beasts, possessing no unique or
difficult traits. Like other beasts, we’ll treat the giant Playing a Giant Scorpion
rat as awakened.
A terrifying physical threat, the giant scorpion makes
Giant rats are beasts, costing -0.5 BP but offering no an excellent barbarian or fighter. The scorpion’s claws
specific traits. provide an easy way to grapple foes, keeping them in
place while you overpower them.
Dexterity is the giant rat’s only particularly good
ability score, so we’ll grant +2 Dexterity for 2 BP. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
From the stat block, we get small size for -1 BP, 30 ft. Consider what effect granted your character superior
walking speed for 0.5 BP, Darkvision for 2 BP, Keen intelligence, and how that effect shaped your
Smell for 0.5 BP, Pack Tactics for 5 BP. Since we’re character’s personality.
treating the giant poisonous snake as awakened, we’ll
grant the ability to speak Common for 0 BP. Giant Design Notes
poisonous snakes have no hands for -2 BP, and we’ll
set their natural weapons to 1d4 for 1 BP. Because they The giant scorpion is horrifying. It’s fast, it has
qualify, we’ll add natural weapon finesse for 0 BP. blindsight, it has Grab, and it does a pile of poison
damage. It’s strange for a beast, but we’ll need to
At 7.5 BP, the giant rat is just below our target range make some cuts to make it playable. Like other beasts,
of 8-10 BP. It’s not very interesting, but a race with we’ll treat the giant scorpion as awakened.
good Dexterity and Pack Tactics can be very effective. If
you want to strengthen the giant rat, grant it a swim Giant scorpions are beasts, costing -0.5 BP but
speed or proficiency in Stealth. If you want to weaken offering no specific traits.
the giant rat, reduce its Dexterity increase.
The giant scorpion’s Strength and Constitution are
Giant Scorpion both decent, so we’ll grant +1 to each for 2 BP.
Enormous arachnids with crushing claws and a From the stat block, we get medium size (down from
poisonous sting. large), +2 natural armor (down from +4) for 1 BP, 30 ft.
walking speed (down from 40 ft.) for 0 BP, and 30 ft.
Giant Scorpion Traits Blindsight (down from 60 ft.) for 6 BP. Since we’re
treating the giant scorpion as awakened, we’ll grant
Giant scorpions share the following racial traits. the ability to speak Common for 0 BP. Giant snakes
Creature Type. Beast have no hands for -2 BP, and we’ll set their natural
Ability Score Increase. +1 Strength, +1 Constitution. weapons to 1d8 for 2 BP, we’ll add Grab for 2 BP, and
Alignment. Normally unintelligent beasts, most giant we’ll allow the scorpion to deal 1d4 piercing and 1d4
poison damage if it forgoes Grab.
scorpions are neutral.
Size. Your size is medium. At 10.5 BP, the giant scorpion exceeds our target BP
Speed. Your base walking speed is 30 ft. range of 8-10 BP. It’s powerful, but lacks versatility and
Blindsight. You have blindsight 30 ft. adaptability. If you want to strengthen the giant
Claws and Sting. You are proficient with your scorpion, increase its natural armor by 1 or 2. If you
want to weaken the giant scorpion, remove blindsight.
unarmed strikes, which deal 1d4 piercing damage and
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Races 236
Giant Sea Horse strong, so we’ll need to make some enhancements to
make it playable. Like other beasts, we’ll treat the giant
Enormous fish with heads that resemble land-born scorpion as awakened.
horses, giant sear horses occasionally serve as mounts
for aquatic humanoids. Giant sea horses are beasts, costing -0.5 BP but
offering no specific traits.
Giant Sea Horse Traits
The giant sea horse’s Dexterity is decent, but that’s
Giant sea horses share the following racial traits. not enough. The sea horse has Charge, which requires
Creature Type. Beast Strength, so we’ll grant +1 Strength and +1 Dexterity
Ability Score Increase. +1 Strength, +1 Dexterity. for 3 BP.
Alignment. Normally unintelligent beasts, most giant
From the stat block, we get medium size (down from
sea horses are neutral. large), +2 natural armor (up from +1) for 1 BP, 0 ft.
Size. Your size is medium. walking speed for -3 BP, 40 ft. swim speed for 1.5 BP,
Speed. Your base walking speed is 0 ft. You have a Charge for 2 BP, and Water Breathing for 0 BP. Since
we’re treating the giant scorpion as awakened, we’ll
swim speed of 40 ft. grant the ability to speak Common for 0 BP. Giant sea
Charge. Once per turn, if you move at least 15 feet horses have no hands for -2 BP, and we’ll set their
natural weapons to 1d8 for 2 BP (up from 1d6).
toward a creature and hit it with a Strength-based Because they qualify, we’ll add natural weapon finesse
melee weapon attack, the target takes an extra 1d6 for 0 BP.
damage from the attack. This damage increases to 2d6
at 5th level, 3d6 at 11th level, and 4d6 at 17th level. At just 3 BP the giant sea horse is far below our
target range of 8-10 BP. It’s hard to see a way to make
Natural Armor. While unarmored, your AC is equal it playable, though in a purely underwater campaign it
to 11 + your Dexterity modifier. might be passable since lacking a land speed isn’t a
handicap. If you want to strengthen the sea horse,
No Hands. You are unable to wield weapons or wear increase its ability increases or natural armor.
shields. However, your tentacles are nimble enough to
manipulate and use most other objects. Giant Shark
Ram. You are proficient with your unarmed strikes, Even larger than hunter sharks, giant sharks prey on
which deal 1d8 bludgeoning damage on a hit. nearly anything that moves, including passing ships.
You can use Dexterity instead of Strength for the See the traits listed under “Hunter Shark”, later in
attack and damage rolIs of your unarmed strikes. Your this section.
unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak Design Notes
Attack.
There are three varieties of shark presented in the
Water Breathing. You can breathe only underwater. monster manual. While the reef shark is a better
Languages. You can speak and read Common. representation of sharks which hunt in schools, the
giant shark and the hunter shark are differentiate only
Playing a Giant Sea Horse by their numeric stats and their size. Since we need to
reduce both of their sizes to medium, they’re
With increased Strength and Dexterity but no hands, functionally identical, so we’ll just refer players to the
the giant seahorse is a potent physical threat. Choose a hunter shark.
class which can easily capitalize on the damage boost
from Charge, like barbarian or fighter. Giant Spider
Like many other creatures, being awakened has a Arachnids as big as a full-grown human, giant spiders
great deal of influence of your character’s personality. catch prey in elaborate sticky webs.
Consider what effect granted your character superior
intelligence, and how that effect shaped your Giant Spider Traits
character’s personality.
Giant spiders share the following racial traits.
Design Notes Creature Type. Beast
Ability Score Increase. +1 Strength, +2 Dexterity.
The giant sea horse is an aquatic charger similar to the
giant elk. However, unlike other chargers, it’s more
Dexterity-based, which makes it difficult to make into a
logical and playable race. The beast isn’t particularly
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Races 237
Alignment. Normally unintelligent beasts, most giant Like many other creatures, being awakened has a
spiders are neutral. great deal of influence of your character’s personality.
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. You are proficient with your unarmed strikes, Design Notes
which deal 1d4 piercing damage and 1d4 poison
damage on a hit. Gross. Giant spiders have a whole mess of useful traits
You can use Dexterity instead of Strength for the which make them surprisingly interesting as a race
attack and damage rolIs of your unarmed strikes. Your option. We can borrow some design elements from the
unarmed strikes count as a weapon with the Finesse Ettercap, too. Like other beasts, we’ll treat the giant
property for all effects which require it, such as Sneak spider as awakened.
Attack.
Darkvision. You can see in dim light within 60 feet of Giant spiders are beasts, costing -0.5 BP but offering
you as if it were bright light, and in darkness as if it no specific traits.
were dim light. You can’t discern color in darkness, only
shades of gray. The giant spider’s Dexterity is its best ability, but its
Natural Armor. While unarmored, your AC is equal Strength isn’t bad either. We’ll grant +2 Dexterity and
to 11 + your Dexterity modifier. +1 Strength for 3 BP.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require From the stat block, we get medium size (down from
manipulation, including spellcasting foci, wands, tools, large), +1 natural armor for 0.5 BP, 30 ft. walking
etc. speed, 30 ft. climb speed for 2 BP, Darkvision for 2 BP,
Spider Climb. You can climb difficult surfaces, Spider Climb for 1 BP, and Web Walker for 0.5 BP. We’ll
including upside down on ceilings, without needing to drop blindsight to conserve BP. Since we’re treating the
make an ability check. giant spider as awakened, we’ll grant the ability to
Web. You may shoot sticky webs from your body as speak Common for 0 BP. Giant spiders have no hands
a ranged weapon attack. This attack has 30/60 range. for -2 BP, and we’ll set their natural weapons to 1d4
On a hit, the creature is restrained by webbing. As an and 1d4 poison for 2 BP. Because they qualify, we’ll
action, the restrained creature can make a Strength add natural weapon finesse for 0 BP.
check against a DC equal to 8 + your proficiency bonus
+ your Constitution bonus, escaping from the webbing The giant spider’s version of Web differs very slightly
on a success. The effect ends if the webbing is from the Ettin’s. The spider’s web is weak to fire, but
destroyed. The webbing has AC 10, 5 hit points, totally immune to bludgeoning damage instead of
resistance to bludgeoning damage, and immunity to merely resistant. I don’t think this is enough to justify a
poison and psychic damage. BP change, so we’ll keep Web for 1 BP.
Web Walker. You ignore movement restrictions
caused by webbing. At 9.5 BP, the giant spider is within our target range
Languages. You can speak and read Common. of 8-10 BP. If you want to strengthen the giant spider,
increase its natural armor. If you want to weaken the
Playing a Giant Spider giant spider, remove its Strength increase.
Giant spiders are mobile and deadly. Spider Climb Giant Toad
allows you to easily traverse walls and ceilings,
allowing you to easily reach places normally Amphibious predators the size of a horse.
inaccessible to most creatures. Web provides a See the traits listed under “Giant Frog”, earlier in this
powerful means of immobilizing your foes while you
move in to attack them. Consider classes like section.
barbarian, fighter, and rogue which fare well in melee
combat and which can take advantage of your ability to Design Notes
immobilize foes.
While the difference between frogs and toads matters
in the real world, the mechanical difference between
the giant frog and the giant toad boils down to size and
slightly bigger numbers. We’ll just refer players to the
giant frog.
Giant Vulture
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Races 238
Possessing greater intellect than many beasts, giant Giant vultures are beasts, costing -0.5 BP but offering
vultures are evil scavengers. While they feed mostly on no specific traits.
the bodies of the already dead, a hungry flock of
vultures will not hesitate to speed the process along. The giant vulture’s Strength and Constitution are its
only good ability scores, so we’ll grant +1 to each for 2
Giant Vulture Traits BP.
Giant vultures share the following racial traits. From the stat block, we get medium size (down from
Creature Type. Beast large), 10 ft. walking speed for -2 BP, 40 ft. flying speed
Ability Score Increase. +1 Strength, +1 Constitution. (down from 60 ft.) for 5 BP, Keen Sight and Keen Smell
Alignment. Giant vultures have no qualms about for 1 BP total, and Pack Tactics for 5 BP. Giant vultures
can’t speak for -1 BP, but still understand Common for
killing and eating intelligent creatures, and will pursue 0 BP. Giant vultures have no hands for -2 BP, and we’ll
them for days to slowly watch them die. Most giant set their natural weapons to 1d8 for 2 BP.
vultures are neutral evil.
At 8.5 BP, the giant vulture is within our target range
Size. Your size is medium. 8-10 BP. If you want to strengthen the giant vulture,
Speed. Your base walking speed is 10 ft. increase its speed. If you want to weaken the giant
Bite. You are proficient with your unarmed strikes, vulture, reduce its ability increases or its speed.
which deal 1d8 piercing damage on a hit.
Flight. You have a flying speed of 40 feet. To use this Giant Wasp
speed, you can’t be wearing medium or heavy armor.
Keen Sight and Smell. You have advantage on Carnivorous insects as big as a full-grown human, giant
Wisdom (Perception) checks that rely on sight or smell. wasps share their smaller cousins’ aggression and
No Hands. You are unable to wield weapons or wear poisonous sting.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, Giant Wasp Traits
etc.
Pack Tactics. As a bonus action you may take Giant wasps share the following racial traits.
advantage of the presence of your allies. You gain Creature Type. Beast
Advantage on the next attack roll you make this turn Ability Score Increase. +2 Dexterity.
against a creature if at least one of your allies is within Alignment. Normally unintelligent beasts, most giant
5 feet of the creature and the ally isn’t incapacitated.
Languages. You can read and understand Common, wasps are neutral.
but can’t speak. Size. Your size is medium.
Speed. Your base walking speed is 10 ft.
Playing a Giant Vulture Flight. You have a flying speed of 50 feet. To use this
Strong flyers with the advantage of Pack Tactics, giant speed, you can’t be wearing medium or heavy armor.
vultures are a potent physical threat if they have No Hands. You are unable to wield weapons or wear
nearby allies. With Keen Sight and Smell, the ability to
fly makes you an excellent scout. With no ability to use shields, and cannot use items which require
weapons, consider classes which excel in melee manipulation, including spellcasting foci, wands, tools,
combat like barbarian, monk, and ranger. etc.
Like many other creatures, being awakened has a Sting. You are proficient with your unarmed strikes,
great deal of influence of your character’s personality. which deal 1d4 piercing damage and 1d4 poison
Consider what effect granted your character superior damage on a hit.
intelligence, and how that effect shaped your
character’s personality. You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your
Design Notes unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
One of very few intelligent beasts, the giant vulture has Attack.
elements in common with giant eagles and giant owls.
However, unlike other giant birds, the giant vulture Languages. You can speak and read Common.
can’t speak.
Playing a Giant Wasp
Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Consider what effect granted your character superior
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Races 239
intelligence, and how that effect shaped your No Hands. You are unable to wield weapons or wear
character’s personality. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Design Notes etc.
Giant wasps are fairly simple since their only Languages. You can speak and read Common.
interesting ability is their poison sting. Like other
beasts, we’ll treat the giant wasp as awakened. Playing a Giant Weasel
Giant wasps are beasts, costing -0.5 BP but offering Giant weasels are fast, nimble, and observant. They
no specific traits. make excellent monks, rangers, and rogues, but lack
options to succeed in most other classes.
The giant wasp’s only good ability is Dexterity, so
we’ll grant +2 Dexterity for 2 BP. Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
From the stat block, we get medium size, 10 ft. Consider what effect granted your character superior
walking speed for -2 BP, and 50 ft. fly speed for 6 BP. intelligence, and how that effect shaped your
Since we’re treating the giant wasp as awakened, we’ll character’s personality.
grant the ability to speak Common for 0 BP. Giant
wasps have no hands for -2 BP, and we’ll set their Design Notes
natural weapons to 1d4 and 1d4 poison for 2 BP. We’ll
drop the stabilizing/paralysis effect since players can Giant weasels are extremely simple. Like other beasts,
choose to knock a creature unconscious when we’ll treat the giant wasp as awakened.
dropping them to 0 hit points with a melee attack.
Giant weasels are beasts, costing -0.5 BP but offering
Because they qualify, we’ll add natural weapon no specific traits.
finesse for 0 BP.
The giant weasel’s best ability is Dexterity. Wisdom is
At 5.5 BP, the giant wasp is well below our target slightly than the weasel’s other abilities, but not
range of 8-10 BP. enough to justify an increase. We’ll grant the giant
weasel +2 Dexterity for 2 BP.
Giant Weasel
From the stat block, we get medium size, 40 ft.
Enormous mammalian predators that feed on smaller walking speed for 1 BP, Darkvision for 2 BP, and Keen
animals, especially rodents. Hearing and Keen Smell for 1 BP. Since we’re treating
the giant weasel as awakened, we’ll grant the ability to
Giant weasel Traits speak Common for 0 BP. Giant weasels have no hands
for -2 BP, and we’ll set their natural weapons to 1d6
Giant weasels share the following racial traits. (up from 1d4) for 1.5 BP. Because they qualify, we’ll
Creature Type. Beast add natural weapon finesse for 0 BP. Because they
Ability Score Increase. +2 Dexterity. qualify, we’ll add natural weapon finesse for 0 BP.
Alignment. Normally unintelligent beasts, most giant Because they qualify, we’ll add natural weapon finesse
for 0 BP. Because they qualify, we’ll add natural
weasels are neutral. weapon finesse for 0 BP.
Size. Your size is medium.
Speed. Your base walking speed is 35 ft. At 5.5 BP, the giant weasel is well below our target
Bite. You are proficient with your unarmed strikes, range of 8-10 BP. It’s extremely boring, but from a
walking bite attack monster there’s not much
which deal 1d6 slashing damage on a hit. inspiration to be drawn.
You can use Dexterity instead of Strength for the
Giant Wolf Spider
attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse Enormous arachnids that eat by hunting prey instead
property for all effects which require it, such as Sneak of luring them into a web.
Attack.
Giant Wolf Spider Traits
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it Giant wolf spiders share the following racial traits.
were dim light. You can’t discern color in darkness, only Creature Type. Beast
shades of gray. Ability Score Increase. +1 Strength, +1 Dexterity.
Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
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Races 240
Alignment. Normally unintelligent beasts, most giant Goat
wolf spiders are neutral.
Smaller than their giant cousins, goats live in the same
Size. Your size is medium. climates. Goats, due to their smaller size, are
Speed. Your base walking speed is 40 ft. and you frequently domesticated for meat and milk.
have a climb speed of 40 ft.
Bite. You are proficient with your unarmed strikes, See the traits listed under “Giant Goat”, later in this
which deal 1d4 piercing damage and 1d4 poison section.
damage on a hit.
You can use Dexterity instead of Strength for the Design Notes
attack and damage rolIs of your unarmed strikes. Your
unarmed strikes count as a weapon with the Finesse Goats are a CR 0 creature, making them difficult to
property for all effects which require it, such as Sneak design as a playable race. What few traits are usable
Attack. are duplicated on the giant goat, so we’ll just refer
Darkvision. You can see in dim light within 60 feet of players to the giant goat instead.
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only Hawk
shades of gray.
Natural Armor. While unarmored, your AC is equal Small raptors that prey primarily on fish and small
to 11 + your Dexterity modifier. mammals.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require Hawk Traits
manipulation, including spellcasting foci, wands, tools,
etc. Hawks share the following racial traits.
Spider Climb. You can climb difficult surfaces, Creature Type. Beast
including upside down on ceilings, without needing to Ability Score Increase. +2 Dexterity, +1 Wisdom.
make an ability check. Alignment. Normally unintelligent beasts, most
Web Walker. You ignore movement restrictions
caused by webbing. hawks are neutral.
Languages. You can speak and read Common. Size. Your size is tiny.
Speed. Your base walking speed is 10 ft.
Playing a Giant Wolf Spider Flight. You have a flying speed of 60 feet. To use this
Gian wolf spiders are faster than normal giant spiders, speed, you can’t be wearing medium or heavy armor.
but lack their potent Web ability. Consider classes Keen Sight. You have advantage on Wisdom
which can capitalize on your ability to get into combat
quickly like Barbarian and Rogue. (Perception) checks that rely on sight.
No Hands. You are unable to wield weapons or wear
Like many other creatures, being awakened has a
great deal of influence of your character’s personality. shields, and cannot use items which require
Consider what effect granted your character superior manipulation, including spellcasting foci, wands, tools,
intelligence, and how that effect shaped your etc.
character’s personality.
Talons. You are proficient with your unarmed strikes,
Design Notes which deal 1d4 slashing damage on a hit.
It’s difficult to distinguish the giant wolf spider from You can use Dexterity instead of Strength for the
the giant spider since the two are so mechanically attack and damage rolIs of your unarmed strikes. Your
similar. Instead of repeating the same work, we’ll start unarmed strikes count as a weapon with the Finesse
from the giant spider and tweak it to fit the giant wolf property for all effects which require it, such as Sneak
spider. Attack.
The wolf spider loses Web, but it also has much Languages. You can speak and read Common.
better ability scores than the giant spider. We’ll drop
Web and replace its BP cost with a 10 ft. increase to Playing a Hawk
the giant spider’s walking and climb speeds.
Hawks are fast, nimble, and observant. They make
excellent rangers, though without hands they may
have trouble casting some spells due to their inability
to use spellcasting foci.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
Consider what effect granted your character superior
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Races 241
intelligence, and how that effect shaped your manipulation, including spellcasting foci, wands, tools,
character’s personality. etc.
Design Notes Water Breathing. You can breathe only underwater.
Languages. You can speak and read Common.
Hawks are largely identical to blood hawks, but are
smaller, have worse ability scores, and don’t get Pack Playing a Hunter Shark
Tactics. That makes it difficult to meaningfully
distinguish the hawk without just making it a weaker Hunter sharks thrive in melee combat. Barbarian,
blood hawk. Fighter, and Ranger are all natural choices for a hunter
shark. Focus on larger targets to get as much damage
Hawks are beasts, costing -0.5 BP but offering no as possible out of Blood Frenzy.
specific traits.
Like many other creatures, being awakened has a
Dexterity is the hawk’s best ability by a wide margin, great deal of influence of your character’s personality.
and its Wisdom is also good, so we’ll grant +2 Dexterity Consider what effect granted your character superior
and +1 Wisdom for 3 BP. intelligence, and how that effect shaped your
character’s personality.
From the stat block, we get tiny size for -1.5 BP, 10
ft. walking speed for -1 BP, 50 ft. fly speed for 6 BP, and Design Notes
Keen Sight for 0.5 BP. Since we’re treating the hawk as
awakened, we’ll grant the ability to speak Common for The hunter shark is mostly a simple beast, except for
0 BP. Hawks have no hands for -2 BP, and we’ll set their Blood Frenzy which will require a lot of consideration.
natural weapons to 1d4 (up from 1) for 1 BP. Like other beasts, we’ll treat the hunter shark as
awakened.
At 5.5 BP, the hawk is well below our target range of
8-10 BP. It has some minor advantages over the blood Hunter sharks are beasts, costing -0.5 BP but offering
hawk, but compared to Pack Tactics those advantages no specific traits.
don’t help much. If you want to strengthen the hawk,
increase it speed or ability increases. Hunter sharks are very strong, and their Consitution
is good. We’ll grant +2 Strength and +1 Constitution for
Hunter Shark 3 BP.
Vicious aquatic predators drawn to the smell of blood. From the stat block, we get medium size (down from
large), +1 natural armor for 0.5 BP, 0 ft. walking speed
Hunter Shark Traits for -3 BP, 40 ft. swim speed for 1.5 BP, 30 ft. blindsight
for 6 BP, and Water Breathing for 0 BP. Since we’re
Hunter sharks share the following racial traits. treating the hunter shark as awakened, we’ll grant the
Creature Type. Beast ability to speak Common for 0 BP. Hunter sharks have
Ability Score Increase. +2 Strength, +1 Constitution. no hands for -2 BP, and we’ll set their natural weapons
Alignment. Normally unintelligent beasts, most to 1d8 (down from 2d8) for 2 BP. Because they qualify,
we’ll add natural weapon finesse for 0 BP.
hunting sharks are neutral.
Size. Your size is. That brings our total to 7.5 BP before we consider
Speed. Your base walking speed is 0 ft. You have a Blood Frenzy. Blood Frenzy is difficult because most
enemies spend most of the encounter below their
swim speed of 40 ft. maximum hit points. Generally, that’s what players
Blindsight. You have blindsight 30 ft. want to happen. Since that’s the case, it would mean
Blood Frenzy. The smell of fresh blood drives you near-perpetual Advantage. We could add a bonus
action activation, but that’s even more permissive than
into a vicious frenzy. When you make an Attack action Pack Tactics, which already carries a hefty BP cost.
and make a successful unarmed strike attack, you may
make another unarmed strike against the same target Instead, we’ll design something mostly new. I want
as a bonus action. the ability to encourage the shark to focus on attacking
foes which it has already damaged. We’ll allow the
Bite. You are proficient with your unarmed strikes, hunter shark to make an extra unarmed strike as a
which deal 1d8 piercing damage on a hit. bonus action against a target they hit with an Attack
action. That’s powerful, but there are several feet and
Natural Armor. While unarmored, your AC is equal class abilities that provide similarly effective options.
to 11 + your Dexterity modifier. We’ll call it 3 BP to be safe.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require
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Races 242
At 10.5 BP, the hunter shark slightly exceeds our are low CR, but CR 0 is still surprising. Regardless, the
target range of 8-10 BP. If you want to strengthen the hyena is a simple beast to design. Like other beasts,
hunter shark, increase its natural armor. If you want to we’ll treat the hyena as awakened.
weaken the hunter shark, reduce its Strength increase.
Hyenas are beasts, costing -0.5 BP but offering no
Hyena specific traits.
Vicious pack predators with a distinctive call that Hyenas have really poor ability scores, so we’ll
sounds like maniacal cackling. largely ignore them. We’ll grant +1 Strength and +1
Dexterity for 2 BP.
Hyena Traits
From the stat block, we get medium size, 50 ft.
Hyenas share the following racial traits. walking speed for 2 BP, and Pack Tactics for 5 BP. Since
Creature Type. Beast we’re treating the hyena as awakened, we’ll grant the
Ability Score Increase. +1 Strength, +1 Dexterity. ability to speak Common for 0 BP. Hyenas have no
Alignment. Normally unintelligent beasts, most hands for -2 BP, and we’ll set their natural weapons to
1d6 for 1.5 BP.
hyenas are neutral.
Size. Your size is medium. At 8 BP, the hyena is at the bottom of our target
Speed. Your base walking speed is 50 ft. range of 8-10 BP. If you want to strengthen the hyena,
Bite. You are proficient with your unarmed strikes, add a Constitution increase. If you want to weaken the
hyena, reduce its speed.
which deal 1d6 slashing damage on a hit.
No Hands. You are unable to wield weapons or wear Jackal
shields, and cannot use items which require Small canines which hunt in packs.
manipulation, including spellcasting foci, wands, tools,
etc. Jackal Traits
You can use Dexterity instead of Strength for the Jackals 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. +2 Dexterity, +1 Wisdom.
property for all effects which require it, such as Sneak Alignment. Normally unintelligent beasts, most
Attack.
jackals are neutral.
Pack Tactics. As a bonus action you may take Size. Your size is small.
advantage of the presence of your allies. You gain Speed. Your base walking speed is 40 ft.
Advantage on the next attack roll you make this turn Bite. You are proficient with your unarmed strikes,
against a creature if at least one of your allies is within
5 feet of the creature and the ally isn’t incapacitated. which deal 1d4 slashing damage on a hit.
You can use Dexterity instead of Strength for the
Languages. You can speak and read Common.
attack and damage rolIs of your unarmed strikes. Your
Playing a Hyena unarmed strikes count as a weapon with the Finesse
property for all effects which require it, such as Sneak
Hyenas are very past, and Pack Tactics provides an Attack.
excellent offensive option. However, their bite doesn’t
do a lot of damage and they’re not especially durable. No Hands. You are unable to wield weapons or wear
Be sure to consider armor or a class that provides other shields, and cannot use items which require
AC sources like barbarian or monk. manipulation, including spellcasting foci, wands, tools,
etc.
Like many other creatures, being awakened has a
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.
Design Notes
Languages. You can speak and read Common.
I’m a bit surprised by the hyena’s stat block. Real-world
hyenas are very strong. Even by themselves, they’re Playing a Jackal
extremely dangerous animals. Most real-world animals
Small and agile, jackals make excellent rangers and
rogues. Look for other sources of damage to
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Races 243
supplement your weak natural weapons, such as Sneak Hold Breath. You can hold your breath for 30
Attack or Hunter’s mark. minutes.
Like many other creatures, being awakened has a No Hands. You are unable to wield weapons or wear
great deal of influence of your character’s personality. shields, and cannot use items which require
Consider what effect granted your character superior manipulation, including spellcasting foci, wands, tools,
intelligence, and how that effect shaped your etc.
character’s personality.
Languages. You can speak and read Common.
Design Notes
Playing a Killer Whale
Jackals are almost identical to hyenas, though they’re
smaller, have better dexterity, and do less damage. Kill whales are strong, fast swimmers. Blindsight allows
We’ll follow some of the same design choices. Like them to fight effectively in deep water, but also allows
other beasts, we’ll treat the hyena as awakened. them to face invisible foes effectively. Consider classes
which can capitalize on your strength and your strong
Jackals are beasts, costing -0.5 BP but offering no bite attack.
specific traits.
Like many other creatures, being awakened has a
The jackal’s Dexterity is its best ability, so we’ll grant great deal of influence of your character’s personality.
+2 Dexterity for 2 BP. Since their Wisdom is decent, Consider what effect granted your character superior
we’ll also grant +1 Wisdom for 1 BP. intelligence, and how that effect shaped your
character’s personality.
From the stat block, we get small size for -1 BP, 40 ft.
walking speed for 1.5 BP, Keen Hearing and Keen Smell Design Notes
for 1 BP, and Pack Tactics for 5 BP. Since we’re treating
the jackal as awakened, we’ll grant the ability to speak I’m sure science enthusiasts have spent plenty of time
Common for 0 BP. Jackals have no hands for -2 BP, and decrying the “killer whale” misnomer for orcas, so I’ll
we’ll set their natural weapons to 1d4 for 1 BP. gloss over it in favor of remaining consistent with the
Because they qualify, we’ll add natural weapon finesse Monster Manual. Beyond that, the killer whale is
for 0 BP. mostly a simple beast. Like other beasts, we’ll treat the
hyena as awakened.
At 8 BP, the jackal is at the bottom of our target
range of 8-10 BP. They’ll fit into a small niche of build Killer whales are beasts, costing -0.5 BP but offering
concepts, but aren’t versatile enough to work for a lot no specific traits.
of characters. If you want to strengthen the jackal,
increase its natural weapon damage. If you want to The killer whale’s Strength is its best ability by far, so
weaken the jackal, reduce its speed or remove its we’ll grant +2 Strength for 2 BP.
Wisdom increase.
From the stat block, we get medium size (down from
Killer Whale huge), +1 natural armor (down from +2) for 0.5 BP, 0 ft.
walking speed for -3 BP, 50 ft. swim speed (down from
Enormous, aquatic mammals, they are highly 60 ft.) for 2 BP, 60 ft. blindsight (down from 120 ft.) for
intelligent, and extremely capable hunters. 9 BP, Echolocation for -1.5 BP, 30-minute Hold Breath
for 0.5 BP, and Keen Hearing for 0.5 BP. Since we’re
Killer Whale Traits treating the killer whale as awakened, we’ll grant the
ability to speak Common for 0 BP. Killer whales have no
Killer whales share the following racial traits. hands for -2 BP, and we’ll set their natural weapons to
Creature Type. Beast 1d8 for 2 BP.
Ability Score Increase. +2 Strength.
Alignment. Normally unintelligent beasts, most killer At 9.5 BP, the killer whale is within our target range
of 8-10 BP. Most of its BP is eaten by blindsight, but it’s
whales are neutral. a very capable aquatic racial option. If you want to
Size. Your size is medium. strengthen the killer whale, increase its natural armor.
Speed. Your base walking speed is 30 ft. If you want to weaken the killer whale, reduce its
Bite. You are proficient with your unarmed strikes, blindsight range.
which deal 1d8 slashing damage on a hit. Lion
Blindsight. You have blindsight 60 ft.
Echolocation. You can’t use your blindsight while
deafened.
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Races 244
Fierce pack predators that dwell in temperate Lions are beasts, costing -0.5 BP but offering no
grasslands. Known for their noble stature and the specific traits.
iconic manes of their males.
Lions have excellent physical ability scores, but we
Lion Traits need to be careful to save BP for their other abilities.
We’ll grant +1 Strength for 1 BP.
Lions share the following racial traits.
Creature Type. Beast From the stat block, we get medium size (down from
Ability Score Increase. +1 Strength. large), 50 ft. walking speed for 2 BP, Keen Smell for 0.5
Alignment. Normally unintelligent beasts, most lions BP, Pack Tactics for 5 BP, and Pounce for 1.5 BP. Lions
have no hands for -2 BP, and we’ll set their natural
are neutral. weapons to 1d8 for 2 BP.
Size. Your size is medium.
Speed. Your base walking speed is 50 ft. Running Leap is the lion’s only unique ability. It’s not
Bite and Claw. You are proficient with your unarmed quite as good as Standing Leap, so we’ll call it 0.5 BP.
strikes, which deal 1d8 piercing damage or slashing At 10 BP, the lion is at the top of our target range of
damage on a hit. 8-10 BP. It’s a great charger, but won’t be effective at
much else. If you want to strengthen the lion, grant it a
Keen Smell. You have advantage on Wisdom +1 to Dexterity. If you want to weaken the lion, remove
(Perception) checks that rely on smell. Pack Tactics and replace it with additional ability score
increases.
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require Lizard
manipulation, including spellcasting foci, wands, tools,
etc. Small reptiles that dwell in a wide variety of warm
climates.
Pack Tactics. As a bonus action you may take
advantage of the presence of your allies. You gain Lizard Traits
Advantage on the next attack roll you make this turn
against a creature if at least one of your allies is within Lizards share the following racial traits.
5 feet of the creature and the ally isn’t incapacitated. Creature Type. Beast
Ability Score Increase. +2 Dexterity.
Pounce. If you move at least 15 feet straight toward Alignment. Normally unintelligent beasts, most
a creature then hit it with an unarmed strike on the
same turn, you may attempt to shove the target prone lizards are neutral.
as a bonus action (see “Shoving a Creature”, page 195 Size. Your size is tiny.
of the Player’s Handbook). Speed. Your base walking speed is 20 ft. You have a
Running Leap. With a 10-foot running start, you can climb speed of 20 ft.
long jump up to 25 feet. Bite. You are proficient with your unarmed strikes,
Languages. You can speak and read Common. which deal 1d4 piercing damage on a hit.
You can use Dexterity instead of Strength for the
Playing a Lion
attack and damage rolIs of your unarmed strikes. Your
Lions are powerful charges, combining the mobility of unarmed strikes count as a weapon with the Finesse
Running Leap and the power of Pounce to overcome property for all effects which require it, such as Sneak
their foes. They hunt best in packs where they can take Attack.
advantage of Pack Tactics. Other classes like Barbarian,
Monk, and Fighter which excel in melee combat. No Hands. You are unable to wield weapons or wear
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
intelligence, and how that effect shaped your Languages. You can speak and read Common.
character’s personality.
Playing a Lizard
Design Notes
Tiny and nimble, lizards make excellent rogues.
Mostly simply beasts, but lions have several potent However, they’re slow and not very durable, so be
special abilities. cautious to avoid drawing attention to yourself.
Like many other creatures, being awakened has a
great deal of influence of your character’s personality.
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Races 245
Consider what effect granted your character superior Bite. You are proficient with your unarmed strikes,
intelligence, and how that effect shaped your which deal 1d8 piercing damage on a hit.
character’s personality.
Keen Hearing and Smell. You have advantage on
Design Notes Wisdom (Perception) checks that rely on hearing or
smell.
Lizards are extremely weak, so we’ll need to give them
a lot to make them anything resembling playable. Like No Hands. You are unable to wield weapons or wear
other beasts, we’ll treat the mastiff as awakened. shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools,
Lizards are beasts, costing -0.5 BP but offering no etc.
specific traits.
Languages. You can speak and read Common.
The lizard’s best ability score is Dexterity, though at
just 11 it’s not very impressive. Lacking better options, Playing a Mastiff
we’ll grant +2 Dexterity for 2 BP.
With excellent physical ability scores and good speed,
From the stat block, we get tiny size for -1.5 BP, 20 mastiffs thrive in melee combat. Consider classes
ft. walking speed, 20 ft. climb speed for 1.5 BP, and 20 which can capitalize on these advantages like
ft. Darkvision for 1.5 BP. Lizards have no hands for -2 barbarian, monk, fighter, and rogue.
BP, and we’ll set their natural weapons to 1d4 (up from
1) for 1 BP. Because they qualify, we’ll add natural Like many other creatures, being awakened has a
weapon finesse for 0 BP. great deal of influence of your character’s personality.
Consider what effect granted your character superior
At just 2.5 BP, the lizard is well below our target intelligence, and how that effect shaped your
range of 8-10 BP. It’s nowhere near viable as playable character’s personality.
race. If you want to strengthen the lizard, borrow ideas
from the giant lizard. Design Notes
Mammoth Simple beasts with few special traits. Like other beasts,
we’ll treat the mastiff as awakened.
Ancestors of modern elephants, mammoths are huge
tusked quadrupeds covered in thick fur. Mastiffs are beasts, costing -0.5 BP but offering no
specific traits.
See the traits listed under “Elephant”, earlier in this
section. The mastiff’s physical abilities are all decent, so it’s
hard to know what to increase. Large dogs are
Design Notes generally known for being strong, but their Dexterity is
slightly higher for some reason. This may be a bit crazy,
Mammoths are essentially just bigger, scarier but we’ll grant +1 to Strength, Dexterity, and
elephants. Scaling them down to a playable race makes Constitution for a total of 3 BP. That’s a bit of a risky
them indistinguishable from elephants, so we’ll point design choice, but mastiffs get almost nothing else so I
players to the elephant stats that we’ve already think we have some room for risky choices.
designed.
From the stat block, we get medium size, 40 ft.
Mastiff walking speed for 1 BP, and Keen Hearing and Keen
Smell for 1 BP. Mastiffs have no hands for -2, and we’ll
Enormous dogs domesticated for hunting and for riding set their natural weapons to 1d8 (up from 1d6) for 2
by small humanoids, Mastiffs are easy to train and BP.
fiercely loyal companions.
At just 4.5 BP, the mastiff is well below our target
Mastiff Traits range of 8-10 BP. They’re fast and have good ability
scores, but with almost no special abilities they’re fairly
Mastiffs share the following racial traits. bland.
Creature Type. Beast
Ability Score Increase. +1 Strength, +1 Dexterity, +1 Mule
Constitution. Infertile quadrupeds bred from a horse and donkey,
Alignment. Normally unintelligent beasts, most mules are renowned for their usefulness as pack
animals.
mastiffs are neutral.
Size. Your size is medium.
Speed. Your base walking speed is 40 ft.
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Races 246
Mule Traits Octopus
Mules share the following racial traits. Clever, 8-tentacle aquatic predators with soft bodies
Creature Type. Beast and sharp-beaked mouths.
Ability Score Increase. +2 Strength, +2 Constitution.
Alignment. Normally unintelligent beasts, most Octopus Traits
mules are neutral. Octopi 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.
Beast of Burden. You count as one size larger when Alignment. Normally unintelligent beasts, most
determining your carrying capacity and the weight you octopi are neutral.
can push, drag, or lift. Size. Your size is medium.
Speed. Your base walking speed is 5 ft. You have a
Hooves. You are proficient with your unarmed
strikes, which deal 1d8 bludgeoning damage on a hit. swim speed of 30 ft.
Amorphous. Your body is not completely rigid, and
No Hands. You are unable to wield weapons or wear
shields, and cannot use items which require your limbs often fluctuate in size and shape as you
manipulation, including spellcasting foci, wands, tools, move. You can move through a space as narrow as 1
etc. inch wide without squeezing. You are unable to wear
armor.
Sure-footed. You have advantage on Strength and
Dexterity saving throws and ability checks made Camouflage. You have advantage on Dexterity
against effects that would knock it prone. (Stealth) checks made while underwater.
Languages. You can speak and read Common. Darkvision. You can see in dim light within 30 feet of
you as if it were bright light, and in darkness as if it
Playing a Mule were dim light. You can’t discern color in darkness, only
shades of gray.
With excellent Strength and Constitution, mules excel
in melee combat. Consider classes like Barbarian and Hold Breath. You can hold your breath for 1 hour.
Monk. No Hands. You are unable to wield weapons or wear
shields. However, your tentacles are nimble enough to
Like many other creatures, being awakened has a manipulate and use most other objects.
great deal of influence of your character’s personality. Tentacles. You are proficient with your unarmed
Consider what effect granted your character superior strikes, which deal 1d4 bludgeoning damage 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
Design Notes property for all effects which require it, such as Sneak
Attack.
Simple beasts with few special traits. Like other beasts, Water Breathing. You can breathe only underwater.
we’ll treat the mule as awakened. Languages. You can speak and read Common.
Mules are beasts, costing -0.5 BP but offering no Playing an Octopus
specific traits.
Smaller and weaker than the giant octopus, you will do
The mule’s best ability scores are Strength and better to focus on stealth and surprise than charging
Constitution. Lacking notable special abilities to directly into combat. Consider classes like monk and
consume BP, we’ll grant +2 to each for 4 BP. ranger than cater well to a stealthy playstyle.
From the stat block, we get medium size, 40 ft. Like many other creatures, being awakened has a
walking speed for 1 BP, and sure-footed for 0.25 BP. great deal of influence of your character’s personality.
Mules have no hands for -2 BP, and we’ll set their Consider what effect granted your character superior
natural weapons to 1d8 (up from 1d4) for 2 BP. intelligence, and how that effect shaped your
character’s personality.
The mule’s only unique ability is Beast of Burden. It’s
essentially the same as Powerful Build, so we’ll reskin
Powerful Build for 0.25 BP.
At 5 BP, the mule is below our target range of 8-10
BP. It has no notable traits, but its ability score
increases are nice. If you want to strengthen the mule,
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Races 247
Design Notes grant it proficiency in Stealth, and possibly natural
armor.
Largely the same as the giant octopus, the octopus is
basically a smaller, weaker, slower version of the same Owl
creature. Like other beasts, we’ll treat the octopus as
awakened. Nocturnal raptors that fly almost silently and can see
great distances in the dark of night.
Octopi are beasts, costing -0.5 BP but offering no
specific traits. Owl Traits
The octopus’s Dexterity is its only good ability score. Owls share the following racial traits.
We’ll grant +2 Dexterity for 2 BP. Creature Type. Beast
Ability Score Increase. +1 Dexterity, Wisdom.
From the stat block, we get small size for -1 BP, 5 ft. Alignment. Normally unintelligent beasts, most owls
walking speed for -2 BP, 30 ft. swim speed for 1 BP, 30
ft. Darkvision for 1.5 BP, and the ability to speak are neutral
Common since we’re treating the octopus as Size. Your size is tiny.
awakened. Speed. Your base walking speed is 5 ft.
Flight. You have a flying speed of 60 feet. To use this
Octopi are aquatic, and can’t breathe air. Hold
Breath works fine with this change, so we’ll grant 1 speed, you can’t be wearing medium or heavy armor.
hour of Hold Breath for 1 BP, and Water Breathing for Flyby. You may perform the Disengage action as a
0 BP.
bonus action.
Camouflage is a bit of a problem. Normally it’s Keen Hearing and Sight. You have advantage on
specific to a particular terrain like forests or rocky
terrain, but “underwater” is really broad for an aquatic Wisdom (Perception) checks that rely on hearing or
creature. We’ll call it 1 BP, but that might be too low if sight.
the campaign spends a lot of time underwater.
No Hands. You are unable to wield weapons or wear
Octopi don’t have hands, but they have prehensile shields. However, your tentacles are nimble enough to
tentacles which are nimble enough to use simple tools. manipulate and use most other objects.
I don’t think they could reasonably swing a weapon or
hold a shield, but they’ve been recorder opening door Superior Darkvision. You can see in dim light within
knobs and other such tasks. So we’ll grant No Hands for 120 feet of you as if it were bright light, and in
-1.5 BP and expand the description the mention the darkness as if it were dim light. You can’t discern color
octopus’s awesome tentacles. in darkness, only shades of gray.
We’ll set the octopus’s natural weapons to 1d4 for 1 Talons. You are proficient with your unarmed strikes,
BP and add Grab for another 2 BP. Because they which deal 1d4 piercing damage on a hit.
qualify, we’ll add natural weapon finesse for 0 BP.
You can use Dexterity instead of Strength for the
Ink Cloud is similar to the fog cloud spell, though it attack and damage rolIs of your unarmed strikes. Your
only works underwater and also allows the octopus to unarmed strikes count as a weapon with the Finesse
Dash as a bonus action. A 1st-level spell allowed two property for all effects which require it, such as Sneak
levels early, and usable once per short rest is 2.75 BP. Attack.
The water limitation is significant, but I except octopi
will primarily be used in underwater campaigns. Languages. You can speak and read Common.
Dashing in combination with fog cloud is great, but it
only occurs once per short rest. We’ll call the whole Playing an Owl
thing 3 BP.
Tiny, nimble, and observant, owls make excellent
Though the stat block doesn’t mention it, one of the rangers and rogues. Their natural weapons are weak,
many wonderful capabilities of octopi is that they can so look for other sources of damage like Sneak Attack.
squeeze through any space small enough to fit their
beak. We’ll add Amorphous for 0.5 BP. Of course, their Like many other creatures, being awakened has a
movement relies heavily on the fact their bodies are great deal of influence of your character’s personality.
soft and malleable. We’ll disallow armor for -3 BP. Consider what effect granted your character superior
intelligence, and how that effect shaped your
At just 4 BP the octopus is far below our target range character’s personality.
of 8-10 BP. If you want to strengthen the octopus,
Design Notes
Owls are almost identical to giant owls. Regular owls
are smaller and lose the Giant Owl’s languages since
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Races 248
normal owls aren’t naturally intelligent. We’ll start Playing a Panther
from the giant owl, and adjust the BP to fit the
standard owl. Strong and nimble with an excellent climb speed,
predators are a great ambush predator. Consider
Dropping size from medium to tiny costs -1.5 BP. classes like barbarian or fighter which thrive in melee,
Since we’re treating the owl as awakened it can speak but don’t overlook stealthy classes like monk, ranger,
common, costing 0.5 BP compared to the Giant Owl’s and rogue.
speech capabilities. We’ll set the Owl’s natural
weapons to 1d4 (up from 1), costing -1 BP compared to Like many other creatures, being awakened has a
the Giant Owl. That brings us to 1 BP less than the giant great deal of influence of your character’s personality.
owl. We’ll grant the owl +1 Wisdom increase to make it Consider what effect granted your character superior
worthy of consideration next to the giant owl. Because intelligence, and how that effect shaped your
they qualify, we’ll add natural weapon finesse for 0 BP. character’s personality.
At 9.25 BP, the owl is within our target range of 8-10 Design Notes
BP. If you want to strengthen the giant owl, increase its
Dexterity increase to +2. If you want to weaken the Panthers are similar to lions in a lot of ways, which
giant owl, reduce its flight speed. makes sense when comparing feline predators.
However, their stats reflect difference between the
Panther real-world animals. Lions are larger pack hunters, while
panthers are solitary hunters and skilled climbers. The
Black-furred feline predators. end result will be two similar races with differences
reflecting the differences between the two animals.
Panther Traits Like other beasts, we’ll treat the panther as awakened.
Panthers share the following racial traits. Panthers are beasts, costing -0.5 BP but offering no
Creature Type. Beast specific traits.
Ability Score Increase. +2 Dexterity, +1 Strength.
Alignment. Normally unintelligent beasts, most Panthers have less costly special abilities than lions,
leaving us more room for ability increases. The
panthers are neutral. Panther’s best abilities are Strength and Dexterity.
Size. Your size is medium. We’ll grant +2 Dexterity and +1 Strength for 3 BP.
Speed. Your base walking speed is 50 ft. You have a
From the stat block, we get medium size, 50 ft.
climb speed of 40 ft. speed for 2 BP, 40 ft. climb speed for 3 BP, Keen Smell
Bite and Claw. You are proficient with your unarmed for 0.5 BP, and Pounce for 1.5 BP. Panthers have no
hands for -2 BP, and we’ll set their natural weapons to
strikes, which deal 1d8 piercing damage or slashing 1d8 for 2 BP. Because they qualify, we’ll add natural
damage on a hit. weapon finesse for 0 BP.
You can use Dexterity instead of Strength for the At 10 BP, the Panther is at the top of our target
attack and damage rolIs of your unarmed strikes. Your range of 8-10 BP. If you want to Strengthen the
unarmed strikes count as a weapon with the Finesse Panther, increase its Strength increase. If you want to
property for all effects which require it, such as Sneak weaken the panther, reduce its Dexterity increase or its
Attack. walking speed.
Keen Smell. You have advantage on Wisdom Phase Spider
(Perception) checks that rely on smell.
Horrifying arachnids capable of entering the ethereal
No Hands. You are unable to wield weapons or wear plane to ambush their prey.
shields, and cannot use items which require
manipulation, including spellcasting foci, wands, tools, Phase Spider Traits
etc.
Phase spiders share the following racial traits.
Pounce. If you move at least 15 feet straight toward Creature Type. Monstrosity
a creature then hit it with an unarmed strike on the Ability Score Increase. +1 Strength, +1 Dexterity.
same turn, you may attempt to shove the target prone Alignment. Normally unintelligent beasts, most giant
as a bonus action (see “Shoving a Creature”, page 195
of the Player’s Handbook). spiders are neutral.
Size. Your size is medium.
Languages. You can speak and read Common.
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Races 249
Speed. Your base walking speed is 30 ft. and you don’t qualify for awakening, but they can’t speak or
have a climb speed of 30 ft. understand languages. They’re also unaligned, which is
generally reserved for creatures without sufficient
Bite. You are proficient with your unarmed strikes, Intelligence to have an alignment.
which deal 1d4 piercing damage and 1d4 poison
damage on a hit. Phase spiders are monstrosities, costing 0.5 BP but
offering no specific traits.
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes. Your The phase spider’s Strength and Dexterity are even,
unarmed strikes count as a weapon with the Finesse so we’ll grant +1 to each for 2 BP.
property for all effects which require it, such as Sneak
Attack. From the stat block, we get medium size (down from
large), +1 natural armor for 0.5 BP, 30 ft. walking
Darkvision. You can see in dim light within 60 feet of speed, 30 ft. climb speed for 2 BP, Darkvision for 2 BP,
you as if it were bright light, and in darkness as if it Spider Climb for 1 BP, and Web Walker for 0.5 BP.
were dim light. You can’t discern color in darkness, only Phase spiders have no language capacity for -2 BP.
shades of gray. Phase spiders have no hands for -2 BP, and we’ll set
their natural weapons to 1d4 and 1d4 poison for 2 BP.
Ethereal Jaunt. As a bonus action, you can magically Because they qualify, we’ll add natural weapon finesse
shift to the ethereal plane or the material plane. At the for 0 BP.
start of your next turn, your return to the plane on
which you activated this ability. That brings us to 6.5 BP before we tackle Ethereal
Jaunt. We obviously can’t allow it in its current form.
After you use this ability, you can't use it again until Access to the ethereal plane is immensely useful, and
you complete a short or long rest. allowing it to be used at will is something that many
high-level wizards can’t do. Instead, we’ll start with
Natural Armor. While unarmored, your AC is equal Hidden Step (which we’ve used to replace Invisibility)
to 11 + your Dexterity modifier. and make some adjustments.
No Hands. You are unable to wield weapons or wear Retaining the 1-round duration, bonus action
shields, and cannot use items which require activation, and short rest recharge mechanics are great
manipulation, including spellcasting foci, wands, tools, ways to limit the ability. 1 round of etherealness till
etc. allows the Phase Spider to do a lot of interesting things
like evading enemies, walking through barriers, etc.
Spider Climb. You can climb difficult surfaces, Hidden Step is 2 BP, but Etherealness is much more
including upside down on ceilings, without needing to powerful than invisibility, so we’ll call Ethereal Jaunt 4
make an ability check. BP.
Web Walker. You ignore movement restrictions At 10.5 BP, the Phase Spider slightly exceeds our
caused by webbing. target BP range of 8-10 BP. If you want to weaken the
phase spider, add a -2 Intelligence penalty. If you want
Languages. You can speak and read Common. to strengthen the phase spider, allow it to use Ethereal
Jaunt more frequently. Once every time it rolls
Playing a Phase Spider initiative could work, but presents possible abuse.
Consider twice or three times per short rest.
Dangerous ambush predators, phase spiders are
capable of briefly stepping into the ethereal plane to Poisonous Snake
ambush their prey. While this is a powerful ability, it
can only be used briefly. Consider classes which can Poisonous Snake Traits
take advantage of surprising your enemies like monk,
ranger, and rogue. Poisonous snakes share the following racial traits.
Creature Type. Beast
Unlike other giant spiders, phase spiders are Ability Score Increase. +2 Dexterity.
intelligent. However, they lack the capacity to speak or Alignment. Normally unintelligent beasts, most
understand languages. Consider how and why you
might communicate with other party members who poisonous snakes are neutral.
would likely be considered food in normal Size. Your size is medium.
circumstances.
Design Notes
The Phase Spider is largely identical to the giant spider,
separated by little beyond Web and Ethereal Jaunt.
Notably, phase spiders are Intelligent enough that they
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Races 250