Re:Monster Races By Joshua Sauceda
I do not own Re:Monster. I am only a fan. Demi-Humans ade out of pure magical energy given shape and can have that shape change as they grow in power. Demi-Humans may not start the game with any “Powers” or “Abilities” from the optional racial section but may take 1 each time they evolve instead of gaining a feature from thier evolution, this does not count towards your maximum Ability score Increase Increase any 2 stats by 2 and decrease 1 stat by 2. Evolution System Monsters have their own system of evolution that allows even the lowly goblin to become one of the most power creatures on the planet through the “Evolution” feat. You begin level 1 as a Tier 1 species of your choice. Evolution You may take this feat once per ki rank. You evolve into a speciees you fit the requirement for that is 1 tier higher than your current one. When you evolve you gain 1 racial feature from your new evolution (or a power of your choice from the optional racial feature section) and can replace any number of your current racial features with your new evolutions. Divine Blessings Whenever you Evolve you roll a d100, on a roll of 67 or higher you gain a divine blessing, changing your skin tone or adding tattoos that show your deity. Roll an additional d100 to deterime the diety that blesses you. Divine Blessings will be listed at the end of the document.
Demi-Humans Evolution System 2 Evolution 2 Divine Blessings 2 Tier 1 Species 4 Goblin 4 Kobold 5 Tier 2 Species 6 Hobgoblin 6 Kobold Elite 7 Tier 3 Species 8 Ogre 8 Half-Lord 8 Half-Vampire (Dhamphir) 9 Dodomeki 9 Ghoul 10 Tier 4 Species 11 Minotaur 11 Vampire 11 Fimerotto 12 Vampire Noble 12 Dullahan 13 Lord 13 Oni 14 Kugemeki 14 High Ogre 15 Apostle Lord 15 Tier 5 Species 16 Vampire Lord 16 Giga Minotaurus 16 Blood Raid Lord 17 Kugionihime (Vision Lord) 17 High Lord 18 Rotten Death Lord 18 Oni Lord 19 Special Tier 5 species 19 Vajrayaska Overlord 19 Conquest Emperor 19 Destruction King 20 Mixbloods 21 Divine Blessings 22
Tier 1 Species Goblin Goblins are seen as weak and dumb in most areas due to thier inability to speak but they are quiet clever. Racial Traits Size You are small size. Move Speed Your move speed is 25 feet. Languages You can understand common and one other language but are only capable of the monster language. Racial Features Pack Tactics You gain advantage on attack rolls if you have an ally within 5 feet of your target. Keen Ears You gain advantage on perception skills based on sound. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns.
Kobold The size of a man with the body of a dog. These monsters travel in packs in the country side using weapons they’ve picked up from their victims. Kobold lifestyle is fundamentally that of a warrior or Samurai. They eat their own kind many times. The strong inevitably feed on the weak. Fueled by the ambition of one day becoming “Lord, ” they kill and eat each other. They believe that a life saved is a life worth selling in return. But if someone betrayed their lord, their blades would be gladly ordered to execute them. Racial Traits Size You are medium size. Move Speed Your move speed is 30 feet. Languages You can understand common and one other language but are only capable of the monster language. Racial Features Kobold Instincts You can see attacks coming towards you as trajectory lines, you add an additional half of your maximum proficiency mod to AC calculations. Keen smell You gain advantage on perception skills based on smell. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Rallying Howl Once per long rest you may howl. All allies within 60 feet gain advantage on thier next attack roll. All Leg Drive You may run on all 4 legs and make your base speed 45 feet. You may not do this while wearing heavy armor or carrying anything.
Tier 2 Species Hobgoblin Medium sized Requires 14 in intellegence and a 14 in either strength or Constituition Hobgoblins are a higher species of goblin, slightly beyond the ability of the average human. A famous monster that fledgling adventurers must overcome once. A nasty opponent to kill in one-on-one. Hobgoblins begin as Goblins who then Rank Up with enough experience giving them superior skill and physical prowess. These things murdered a lot of creatures and gained a level raising from the bottom. Racial Features Efficient Learning You gain proficiency in a skill, weapon, armor, or tool of your choice and can do this again each time you Rank Up. You gain a technique every level from levels 10-20. Improvised Skill Your quick to pick up on things that you don’t know, or at least to a small degree. Whenever you use a weapon or tool kit you are not proficient in you may add half of your proficiency modifier for it. Natural Explorer You are adept at traveling and surviving in the wilderness and particularly familiar with one type of natural environment. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence (Investigation, Nature) or Wisdom (Animal Handling, Perception, Survival) check while in your related to your favored terrain, your proficiency bonus is doubled if you are using one of those skill that you’re proficient in, or you add half your proficiency bonus (rounded down) if you are not proficient. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You may choose an additional favoured terrain At 5th, 10th & 15th level.
Kobold Elite When they rank up to Elite, Kobolds are furnished with a weapon called “Organic Weapons” . These are organic weapons made from the cells of the original body, so it seems that as the original body grows, the weapons grow with them. The bio-spears that came from their own bodies can be said to be an extension of their bodies, their spear handling are quite something. Racial Features Canine Stamina You gain +1 Stamina everytime you level up Organic Weapon You can spend 2 stamina as a bonus action to create a magical martial weapon with a bonus to attack and damage rolls to your ki rank. Organic Armor You gain an organic layer of armor, whenever you are not wearing armor you have an unarmored AC equal to 10+(Constitution modifier)+(your proficiency modifier).
Tier 3 Species Ogre Strength of 15+ Required Ogres are common monsters that normally rely solely on brute strength. Typical Ogres are brown in color. Those with divine blessings however will have a skin color to match the blessing and the level of the God. Example: Rou is completly black, and Kichi is brown with a reddish tendancy. Racial Traits Ogre Strength Your strength score and maximum increase by 4 Ogre Constitution Your Constitution Score and maximum increase by 4 Durable You gain advantage on death saving throws Half-Lord Requires 1 branch of magic Half-Lords are a mid ranking species with multiple variations, each one specialized in a certain field. The Half-Lord species is part of the Demon (Oni) race. This species is considered a lesser form of the Lords’ species instead of an independent species on its own. Despite the fact that they are usually born at this very state (as Half-Lords), it’s also possible for any Half-Lord variations to appear due to a rank up from the Goblin race evolutionary path, being it the most common a Half-Lord that came from an Hobgoblin form. Racial Features Elemental Adept You gain the Elemental Adept Feat for a damage type of your choice. Magical Supremacy Magic costs 1 less stamina to cast, minimum 1. Natural Magic You gain inate access to 1 branch of magic of your choice and can cast them under normal rules. You do not need to learn these spells to cast them. “Half” Monsters Being a Half-____ species of monsters refers to being a weakend version of it compared to true ones.
Half-Vampire (Dhamphir) Requires 1 branch of magic A weaker version of the more traditional Vampire Monsters Dhampir usually have a different type of height and body frame, but the same characteristic that every Vampire or Dhampir may share is their silver hair and red eyes with golden pupils traits. Racial Traits Dhamphir gain 3 Cainite Features, one of these Must be Vampiric Biology. Dodomeki Requires 1 branch of magic Humanoid Monsters covered with numerous eyes. Racial Features You gain the Dodomeki Perception feature you gain 1 Ability of your choice OR 2 Powers Dodomeki Perception You have advantage on all Perception and Ki Sense Checks.
Ghoul must eat rotten corpses A zombie-like carnivorus species of Monsters. Racial Features Infectious Claws Your razor sharp nails carry magical disease with them, If a target that you hit with an unarmed strike is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead Fortitude If damage reduces you to 0 Hit Points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Undead Resilience You may treat exhaustion as if it is half as high as it is, you still die at 10 exhaustion like normal.
Tier 4 Species hen you evolve into this tier you must roll a d100 with a 50% chance to grow a demon gem with a Power or Ability from the Optional Racial Features Section. Minotaur Strength 18+ Required You have the body of a Humanoid Bovine. Large and strong, minotaurs are ferociously powerful and famous Monsters. Racial Traits Monsterous Stature Your Strength and Constituiton Maximums increase by 4 and your size increases by 1. Ferocious Bellow As an action on your turn you inhale a vortex of air to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Vampire Can not evolve from Dhamphir. Must have 1 branch of magic. Monsters with magical abilities and a thirst for blood can later develop into powerful undead vampires, though weaker than Vampire Nobles. Racial Traits You gain Vampiric Biology if you do not already have it but are incapable of The Ameranth. Super Strength You Strength maximum increases by 4 Super Speed Double your movement speed Super Stamina Gain +2 Stamina everytime you level up
Fimerotto Must be a Ghoul, Dhamphir, or Dodomeki An advanced tier of undead with organic armor and acidic abilities. Because of their almost porcelain doll appearence due to their bio-armor they are rather adept at luring prey to themselves. Racial Features Organic Armor You gain an organic layer of armor, whenever you are not wearing armor you have an unarmored AC equal to 10+(Constitution modifier)+(your proficiency modifier). Acid Production You may replace the damage of all unarmed strikes, ki blasts, spells, and techniques with Acid Damage. Magic ability You gain access to 1 branch of magic, using normal spellcasting rules, to learn as if they are techniques. Vampire Noble Must be Dhamphir Dhamphirs that mature their vampiric abilities become Vampire Nobles. Racial Features Gain 1 Cainite Feature that you do not already have as well as one of the following. Magic ability You gain access to 1 branch of magic, using normal spellcasting rules, to learn as if they are techniques. Magic Simplicity Reduce the stamina cost of spells by 1, minimum 1.
Dullahan Must be a Ghoul, Dhamphir, or Dodomeki A powerful undead knight with the ability to detach their heads. Racial Features Organic Weapon You can spend 2 stamina as a bonus action to create a magical martial weapon with a bonus to attack and damage rolls to your ki rank. Organic Armor You gain an organic layer of armor, whenever you are not wearing armor you have an unarmored AC equal to 10+(Constitution modifier)+(your proficiency modifier). Undead Resilience You gain advantage on Death Saving Throws. Lord Requires 1 branch of magic The Lord species is part of the Demon (Oni) race. This species also has a lesser form which is called HalfLords. Despite the fact that they are usually born at this very state (as Lords and / or Half-Lords), there’s also possible for any Lord species to appear due to a rank up from the Goblin race evolutionary path, be it Half-Lords that came from an Hobgoblin form or Ogres that promote straight into certain Lord types. Racial Features Specialized You immedietly gain a Feat and heroic feature of your choice. You immedietly lose this feature after gaining the benefit. Divine Favor You may roll on the divine blessing table. You immedietly lose this feature after gaining the benefit. Magic Simplicity Reduce the stamina cost of spells by 1, minimum 1.
Oni No requirements Usually the result of Ogres with the capacity off evolution without any specializations, these monsters are actually available to any branch of monster. Racial Features High-Born Ability Choose any 2 stats, increase those stats and maximums by 4. Undefeatable When you hit zero HP you may spend 5 stamina and drop to 1 HP instead. Unnatural Force Whenever you roll an attack roll you may spend stamina to give yourself a power bonus equal to the stamina spent. Kugemeki Must be a Ghoul, Dhamphir, or Dodomeki A creature blessed with supernatural perception abilities. Racial Features Supernatural Perception You gain Rank 1 Observation Haki and can upgrade it as a technique. Slight Precognition You are immune to the Suprised Condition and can act normally on the first round of combat regardless of any effects on you. Extraplaner perception You gain expertise in the perception and ki sense abilities
High Ogre Requires 1 Divine Blessing Tier 3 Demi-Humans Lucky enough to be blessed by the gods can become High Ogres when they become powerful enough. High Ogres are smarter, faster, and more durable than your average Ogres. The defining physical difference to Ogres is their horn placement, typically from the front of the forehead rather than the side of the head. Racial Traits Highborn Agility Your movement speed is doubled and you can dodge, dash, or disengage as a bonus action on your turn. Combat Instinct You have advantage on Initiative Checks. Undefeatable When you hit zero HP you may spend 5 stamina and drop to 1 HP instead. But He’s Just A Little Guy? In the story and game of Re:Monster the only known High Ogre is Onikawa who evolves into an Oni Lord (Specifically a variant known as a Jail Oni and is the current Oni Lord shown in this manual) before much screen time is given to High Ogres and as such all artwork for them is of a young one. Apostle Lord Requires 2 Divine Blessings The Apostle Lord is one of the possible evolutions an Ogre can obtain after reaching level 100. Until Rou evolved into one, these species were extinct superior demi-human class, often referred as the “apostle demon” . It is said that is an evolved version of certain special Ogres. It is a very rare species, so much that many considered it extinct. They have great aptitudes in almost any field, therefore, they have been considered messengers of the Gods. Hence its name. Racial Features Unbound Growth Limit Gain +2 Ki and Stamina everytime you level up Fossil Restoration So long as you have the complete set of bones from a dead body you may spend 10 stamina to cast “Ressurection” , restoring them to their peak ability before death. Hyper Regeneration As a bonus action you may spend 1 stamina to restore 10 HP per stamina spent, you may also use this as a reaction for 2 stamina per 10 HP restored. Unbound Ability You immedietly gain 1 feat and 1 heroic feature of your choice and immedietly lose this racial feature.
Tier 5 Species hen you evolve into this tier you must roll a d100 with a 50% chance to grow a demon gem with a Power or Ability from the Optional Racial Features Section. Vampire Lord Must be a Vampire Nobel The final form of a Vampire Nobel, they are the most viscious undead monster there is. Racial Features Vampiric Prowess Gain 1 Cainite features you didn’t have before or 1 optional ratial feature. Magic Simplicity Reduce the Stamina Cost of spells by 1, minimum 1. Giga Minotaurus Must be a Minotaur A minotaur that has grown massive and strong. Racial Features Divine Favor You may roll on the divine blessing table. Minotaur Magic You can cast the enlarge and reduce spell on yourself using stamina equal to the spell level cast at, you can not lose concentration on this ability due to taking damage.
Blood Raid Lord Must be a Vampire, Nobel Vampire, Kugemeki, Dullahan, Fimerotto. or Lord A Powerful Undead that can use weapons or magic. Racial Features Magical Might You gain a bonus to Power with spells equal to your ki rank Physical Might You gain a bonus to Power with melee techniques and melee weapon attacks equal to your ki rank Undefeatable When you hit zero HP you may spend 5 stamina and drop to 1 HP instead. Kugionihime (Vision Lord) Must be a Vampire, Nobel Vampire, Kugemeki, Dullahan, or Fimerotto. This demihuman has nine eyes throughout its body. Using these impressive eyes, it can learn and use numerous abilities. Through observance, it can perceive details, look through various dimensions and spectra, and understand its environment with a wider field of vision. With practice and controlled focusing―it can weaken foes with beams, bust through magical defenses with lasers, and more. Clandestine operations and sneaky tactics are easier when the picture of war is complete. They also have access to magecraft using enchanted talismans. This includes sealing spells. Racial Features Magical Might You gain a bonus to Power with spells equal to your ki rank. High Magic Simplicity Reduce the stamina cost of spells by 2, minimum 1. High Born Skill Gain 4 skill proficiencies, if you choose one you already have you gain expertise in these skills.
High Lord Must have 1 branch of magic The advanced version of a Lord. Racial Features Specialized You immedietly gain a Feat and heroic feature of your choice. You immedietly lose this feature after gaining the benefit. Divine Favor You may roll on the divine blessing table. You immedietly lose this feature after gaining the benefit. Magic Simplicity Reduce the stamina cost of spells by 1, minimum 1. Rotten Death Lord A demihuman known as a Adelheid. Its touch can corrode objects and beings. Its toxic fumes affect both the bodies and minds of enemies Racial Features Acidic abilities You gain the Acid Production Heritage, this does not count toward your number of heritages. Acid skin Any creature that hits you with a physical attack takes half of the damage dealt back to themselves as acid damage. Unkillable Undead You have advantage on death saving throws and gain a bonus to death saving throws equal to your ki rank
Oni Lord Must be Oni or High Ogre A demon race Demi-Human who has reach untold levels of strength and a destructive Bio-Weapon. Racial Features High-Born Ability Choose any 2 stats, increase those stats and maximums by 6. Unmatched Resilience When you hit zero HP you may spend 4 stamina and drop to 1 HP instead. Bio-Weapon Choose a simple or martial weapon, you can not change this later. You may summon or stow this weapon as if drawing a weapon. This weapon gets a bonus to attack and damage rolls equal to half of your proficiency modifier rounded up. Vajrayaska Overlord Requires 2 Divine Blessings A monster of the gods meant to tear its way through the battlefield, this is one of the 3 Divine Monsters. Racial Features Gain Overlord’s Ability and roll on the divine blessings table. Overlord’s Ability You gain an additional set of arms that function as normal and your proficiency modifier increases by 1.
Conquest Emperor Requires 2 Divine Blessings A monster of the gods meant to raise armies and control the world, this is one of the 3 Divine Monsters. Racial Features Gain Emperor’s Ability and roll on the divine blessings table. Emperor’s Ability You gain full access to the conjuration magic branch without learning them as techniques and gain the following benefits: You can not lose concentration on a Conjuration spell from taking damage. Allies cujured in this manner gain your current Power bonus while within 60 feet of you. Destruction King Requires 2 Divine Blessings A monster of the gods meant to Lead armies, remaining in battle through this is one of the 3 Divine Monsters. Racial Features Gain King’s Ability and roll on the divine blessings table. King’s Ability You can spend 1 stamina as a bonus action to create a magical martial weapon with a bonus to attack and damage rolls to your ki rank. You gain an organic layer of armor, whenever you are not wearing armor you have an unarmored AC equal to 10+(Constitution modifier)+(your proficiency modifier)
MixBloods ccasionally a Demi-Human of Tier 3 or above will mate with a NonDemi-Human through some method or another. There is a 50% chance the child is the nonDemihuman race, a 25% chance it IS the demihuman race and a 25% chance that it is a Hybrid of the 2 races. Mixbloods trade out any number of their parent’s racial traits with the traits of the demi-human parent and is born with that combonation. Mixbloods are still capable of evolution but may only evolve a number of times equal to half of their ki rank rounded down. When a Mixblood evolves they can only replace demi-human traits with new features. Mixbloods share traits of both sides of their lineage but grow and develop and a rate much closer to DemiHumans than their parent races; growing into children in a few months, teenagers before 1 year and full grown adults by 2 years old and live as old as their oldest lived species that they are derived from. Below is depicted Auro (right) and Argento (left), twin ogre mixbloods with their younger brother Onikawa (middle), the young high ogre.
Divine Blessings ivine Blessings are rolled for or assigned randomly by the DM if you succeed in your Divine Blessing roll. If you gain the same blessing again you can upgrade your current blessing or roll again. Divine Blessings result in skin color changes or magical tattoos that usually show the god in question. God of Origins You gain a Heritage of your choosing, this does not count toward your number of heritages. God of Giants You may increase your size category by 1 step as an action for as long as you hold concentration. God of Gold You have advantage on saving throws against magical effects. God of Silver You have advantage on saving throws against physical effects. God of War Your skin becomes natural armor. Increase your natural AC by 1 regardless of if you are wearing armor or not. God of Strength Increase your strength stat and cap by 4. God of Dexterity Increase your dexterity stat and cap by 4. God of Constitution Increase your Constitution stat and cap by 4. God of Intellegence Increase your intellegence stat and cap by 4. God of Wisdom Increase your Wisdom stat and cap by 4. God of Charisma Increase your Charisma stat and cap by 4. God of Skill You gain 3 Skills of your choice or expertise in skills you have. God of Battle Gain a +1 Power to melee attacks and melee techniques God of Magic Gain a +1 Power to Magic that you cast. God of Energy Gain a +1 Power to ki blasts and ki techniques God of Speed You gain an additional reaction per turn. God of Endurance Increase your stamina by an amount equal to your level. God of Health Your hit die when you level up is increased by 1 step. God of Elements You may replace the damage of your unarmed strikes, ki blasts, spells, and techniques with a damage type of your choice from the following. If you gain this blessing again you must choose a new type: Fire Cold Lightning Thunder Acid Poison God of Resilience Gain resistance against a damage type of your choice. If you already resist this damage type than you are instead immune.