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Entropy Embodied

Written by Endrise

The universe is a flawed creation, so am I. Does that mean I am any lesser than any of you? No! We're all flawed one way or another!
— Ganzi Sorcerer

Unlike other crossbreeds, Ganzi are an unique specimen amongst Fabulae's races. Born from a cosmic error, their kind embodies the concepts of entropy. And for many, their mere existence goes against the cosmic laws of the multiverse.

Basic Information


Ganzi appear mostly Human, although their chaotic nature does shine through. Common traits are shifting birthmarks and colour-altering hair. Some develop things such as feathers and scales on their bodies as well. Rare cases even gain prehensile tails or have eyes and digits extra and/or missing.

Biological Traits

Maelstrom Resistance

Being creatures made from the entropy of the cosmos, Ganzi are able to manipulate it to some extent. As such, their bodies are much more difficult to twist through by other forces.

This trait often shows up in polymorphing spells, but also electrocution and acids. Either their body reduces its effects, or downright negates it entirely.


As embodiments of change and chaos, Ganzi have quite a list of abilities their kind can be born with. These traits can differ from person to person, but a few abilities seem more common than others:

  • Amorphous Limbs: Many Ganzi can manipulate their flesh to turn their limbs into suitable weapons. Common forms are either creating claws, hardened skin or large spikes.
  • Chaos Magic: Due to their association with the cosmic flaws, many Ganzi are also capable of using magic. Many of their obtained spells often sit amongst the illusionary and evocation spells.
  • Chaotic Mind: A few Ganzi have such a chaotic mindset that barely can be mentally influenced. The downside is that their attention span is almost non-existent.
  • Chaotic Touch: Some Ganzi can disorient an individual with a mere touch. Victims describe the effect as their brains getting scrambled for a few seconds before coming to their senses.
  • Entropic Flesh: Many Ganzi can twist their own flesh, giving them a natural immunity to transmutation spells. It also makes them hard to contain, able to squeeze through tight fits.
  • Fate Manipulation: The most common trait for Ganzi is their control of fate itself. By warping the fabric of reality, they cause both good and bad luck to occur for anyone around them.
  • Ink Production: A few Ganzi have their saliva replaced with a thick inky substance. Due to their sheer production of it, they can use it as a defence mechanism to either blind or trip foes.
  • Law Disruption: Some Ganzi can disrupt order in the bodies of beings, causing internal issues. For beings of lawful nature, such effects are downright devastating.
  • Uncanny Aura: Particular Ganzi can cause their appearance to look uncanny for others. By letting their forms completely fall apart for a brief second, they take on ghastly forms that can almost frighten anyone.

Genetics and Reproduction

Ganzi are born as a result of a cosmic flaw occurring during pregnancy. As such, any of their Ganzi traits are not carried over to their child. Due to the nature of their creation, their kind is also very rare, with the chance being at least one in a million.

Civilization and Culture

Common Myths and Legends

  • Ganzi can change sex: While their bodies are chaotic in nature, they can't change sex.
  • Ganzi are cold-blooded: Despite some reptillian elements, they are still hot-blooded creatures.
  • Ganzi spit is poisonous: Although very thick and slimy, Ganzi spit is completely harmless.

Interspecies Relations and Assumptions

Since Ganzi are so rare and hard to find, their existence is sometimes mythical. It doesn't mean though they're unknown. Many cultures has recorded encounters with them for centuries, if not millenia. And in many cases, they're just seen as something that can happen to any person.

The problems come because of them struggling with their rampant thought progresses. Their mindset is everchanging, with it being hard to pinpoint what they want in life. In most cases they even explore the world to find a goal to strive for.

As such, they make good allies with travelling Sylphs or other chaotic races. Most find proper alliance with Goblins and Kobolds, who often think alike with the Ganzi.


Ganzi by Endrise

Ganzi Players

Most Ganzi are indecisive individuals, changing topics and goals every so often. As such, they rarely sit still to ponder things, jumping from moment to moment instead. For them there's only the present, and whatever the future might hold.

Common Languages
Common, Celestial, Abyssal, Protean
60 years
Average Height
5'1" - 6'1"
1.55m - 1.85m
Average Weight
100 lbs - 300 lbs
Body Tint, Colouring and Marking
Regular skin tones, all be it a bit more blue-tinted with shifting birthmarks

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Cover image: Species - Humanoid Cover by Endrise


Type Outsider (Native)
Ability Score Modifier +2 Constitution, +2 Charisma, -2 Intelligence
Size medium
Speed 30 ft.
Language Ganzis begin play speaking Common and one of the following: Abyssal, Celestial, or Protean. Ganzis with high Intelligence scores can select any of those languages as bonus languages, along with Aklo, Aquan, Auran, Ignan, Sylvan, or Terran.

Darkvision: Ganzis can see in the dark up to 60 feet.
Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
Ganzi Oddity: As creatures infused with the entropic forces of the Maelstrom, all ganzis have a distinct and unusual oddity that manifests as a physical or magical ability that sets the ganzi apart.

  • Amorphous Limbs (Su): Every 1d4 rounds as a swift action, a ganzi can transform one of her limbs into a natural melee weapon that deals 1d6 points of damage. The transformation lasts until the beginning of the ganzi’s next turn. The damage dealt by this natural weapon can be lethal or nonlethal, at the ganzi’s discretion, and she chooses whether the damage type is bludgeoning, piercing, or slashing.
  • Chaos Champion (Su): The ganzi can smite law once per day as a swift action, targeting a lawful foe. She adds her Charisma modifier as a bonus on attack rolls and gains a bonus on damage rolls equal to her Hit Dice. Once activated, smite law persists until the target is dead or the ganzi rests, whichever comes first.
  • Entropic Flesh (Ex): In addition to gaining a +2 bonus on Escape Artist checks and to CMD against grapple combat maneuvers, when such ganzis are affected by a hostile transmutation effect (such as polymorphing or petrification), they can attempt a new saving throw at the start of their next turn to end the effect. They gain a +4 bonus on this second saving throw, but if they fail, the transmutation effect persists as long as it normally would.
  • Ink (Ex): As a standard action, the ganzi can spit a stream of opaque, black ink from her mouth to a distance of up to 20 feet. The ganzi can target either a creature or a square on the ground, each with different effects, as detailed below. The ganzi can use this ability once per day, plus one additional time per day for every 4 Hit Dice she has.

    Creature: The ganzi shoots a stream of ink into a creature’s eyes as a ranged touch attack with a range of 30 feet. If the ganzi hits, the target must succeed at a Fortitude saving throw (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or be blinded for 1d4 rounds.

    Ground: The ganzi spits the ink into a single square on the ground within 30 feet, which becomes slippery for 1d6 rounds. Any creatures entering the square must succeed at a Reflex save (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or fall prone.

  • Prehensile Tail (Ex): Ganzis with lineages that are particularly influenced by the presence of proteans often have colorful feathers, scales, or skin, and a long serpentine tail. This tail can be used to carry items. While ganzis with this oddity cannot wield weapons with their tails, they can use their tails to retrieve small, stowed objects carried on their persons as a swift action.
  • Quibble (Su): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.
  • Racing Mind (Ex): The ganzi’s churning vortex of thoughts bolsters it against mental attacks, granting the ganzi a +2 bonus on Will saves against mind-affecting effects.
  • Spell-Like Ability (Sp): Ganzis whose chaotic influences rise from regions other than the Maelstrom or its inhabitants often manifest an oddity that duplicates the effects of a specific spell. Such ganzis gain one of the following spell-like abilities, usable once per day at a caster level equal to the ganzi’s HD: acid arrow, alter self, blur, detect thoughts, gust of wind, hideous laughter, minor image, mirror image, resist energy, scorching ray, see invisibility, shatter, spider climb or warp wood.
  • Uncanny Aura (Su): Once per day as a standard action, such a ganzi can activate an uncanny aura; enemies within 30 feet must succeed at a Will saving throw (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Charisma modifier) or become frightened until the beginning of the ganzi’s next turn. The aura remains for a number of rounds equal to the ganzi’s Charisma modifier (minimum 1 round). Once a creature has been affected by an uncanny aura, whether it failed its save or not, it cannot be affected again for 24 hours.
  • Vestigial Wings (Ex): The ganzi has a pair of small, vestigial wings, likely but not limited to resembling those of a flying creature or some manner of construct. Though these appendages do not grant flight, these ganzis can use their wings to stabilize themselves when they’re thrown off balance. Such ganzis gain a +1 bonus on Reflex saving throws and a +2 bonus on Acrobatics checks to balance.
  • Void Touch (Su): Three times per day when such a ganzi hits a creature with a melee attack, the ganzi can deliver a burst of chaos to that creature as a free action. The target must succeed at a Will save (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or be confused for 1 round.
  • Weaponplay (Ex): These ganzis are always proficient with all simple and martial weapons, and they can qualify for feats normally available only to fighters (such as Weapon Specialization) even if they don’t have any fighter class levels.


Author's Notes

This article was made for the WorldEmber 2020 Event.

Please Login in order to comment!
4 Dec, 2020 20:13

Ohh, these are super interesting. I love that the things that mark them out as different can be either benign or a disadvantage.

Emy x   Etrea | Vazdimet
23 May, 2021 00:07

Ooh, this is cool! I really love the ganzis. And the drawing of a ganzi is so pretty! Raising a ganzi child must be very difficult, now that I think of it. A great article!

~TimeBender~Check out the first chapter of my newest book on World Anvil (Spoiler I'm posting the entire book for free): 1/The First Rule of Monsterborn Adoptions
Master Alixzere
John Johnson
23 May, 2021 16:16

This is amazing ! Do you have any tips for making races ? I'm beginning writing a world, and I'm not sure about the races. Thanks for the stat block, btw

23 May, 2021 21:23

Depending on what you focus on (storytelling, tabletop gaming, general worldbuilding), it's best to just have a basic idea what makes this race unique enough to be a race and not say, a culture. Do they have traits others don't, are there rumours floating around that might not be true, do people view them differently due to different historical events?   Really my best rule is to come from a concept (a half-breed, wielding a type of magic, some animal turned humanoid, etc.) and work from there, and ask constantly "how would such race function alongside others and/or themselves"?

Master Alixzere
John Johnson
24 May, 2021 10:17

Okay, I see. Thanks for the tips !