Beastfolk Species in The Sundered Worlds | World Anvil
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Beastfolk

Note: all beastfolk characters have the type beast as well as humanoid unless otherwise specified.

Where the gods of beasts and animals wrought, where the energies of the Beastlands met the energies of the Prime, where beasts ascended, where mortals worked magic on magic, beastfolk were born. By virtue of sheer variety, beastfolk are the most common of the mortals. Philosophers and anthropologists have waxed poetic for a thousand years on the differences and separations between beastfolk and true beasts, and what those differences say about mortal life. Does a cat become folk when they are five feet tall and can speak without out the aid of magic? Where do beasts fit in relation to mortals? When is a person more animal than person, and is that distinction limited to beastfolk?

Bat

A pressure like sound filled the air and our ears. The leathery flap of massive of wings rose from above the cliff and we feared the beasts we'd been warned of had come for us. Instead, a party of several massive bats landed before us, stood on two legs, and spoke to us in Common.
— The journals of Jia Kin

From Echo and Darkness

Batfolk are said to be the progeny of a forgotten bat deity, or the descendants of a vampire cursed to a half form. Among themselves, batfolk tell stories of ancestral caves and a magical connection to true bats.
Batfolk are found wherever there are bats. They make their homes in caves and trees, their unique physiology allowing them to build where most other mortals can't.

Of Wing and Stars

Batfolk have leathery skin in shades of black and brown, large eyes and ears, and wings that stretch under their arms from wrist to waist. Short, bristly fur usually covers their legs and torso.
Age. Batfolk reach maturity at sixteen and live roughly sixty years.
Size. Batfolk tend to be smaller and slimmer than other mortals. Your size is small.
Speed. Your base walking speed is 25 feet.
Membranous Wings. You have a flying speed equal to your walking speed. However, your wings are thin and light, better suited to gliding than flying. Your fly speed is reduced to 0 while you are wearing medium or heavy armor. Additionally, you can wrap your wings around you as a reaction when hit by an attack or spell. Your wings grant you 3/4 cover while wrapped in this way, potentially causing the attack to miss. You can use the reaction after the attack or spell hits, but before any effects of the attack or spell are applied.
Echolocation. You have Blindsight out to 10 feet, though you lose this ability while you are Deafened. Due to your sensitivity to sound, you are vulnerable to thunder damage. Additionally, you can emit ultrasonic screeches than only those of batfolk ancestry can hear.

Bear

"Oh, you meant the other kind of bear... but yes I'm that too."

A Curse to Bear

While many beastfolk are confused for lycans, bearfolk—also known as ursans—are one of the few genuinely descended from them. In gaining control over their curse, they lost the ability to change their shape and remain immutably in the hybrid form. They originate from the (PLACE) region of (BIGGER PLACE) but have spread across the world seeking to heal werebears still afflicted by their curse.

With Claws Beared

Ursans generally resemble bipedal bears. They have thick fur, large frames, clawed paws, and long snouts. They can reach heights of almost eight feet and weigh around 300 pounds on average.
Age. Though ursans naturally reach maturity in their late teens and live around a century, their cursed history makes them susceptible to curses and diseases. Bearfolk have tragically high mortality rates.
Size. Ursans tend to be on the larger end of the mortal spectrum. Your size is medium.
Speed. Your base walking speed is 30 feet.
Climbing Claws. Your claws grant you a climbing speed equal to your walking speed.
Keen Smell. Ursans have long snouts with sensitive noses. You have advantage on Wisdom (Perception) checks that rely on smell.
Tooth and Claw. Your people have retained the vicious natural weapons of your lycan forms. When you make an unarmed attack with your teeth or claws, you are proficient in the attack, which does piercing damage equal to 1d6 + your Strength modifier.

Bird

"'Birdbrain' is not, nor has it ever been, the insult you think it is. Whenever you feel compelled to be disruptive in my class, the only punishment will be an exhaustive argument against the childish invective. The attendance policy..."
— Professor Cenneth Gibarreh, Wz.D in his opening lecture each year.

Legacy & Lift

Modern birdfolk are descended from the Avisilkra that migrated from the Plane of Air as well as the great birds of the Beastlands. Though there are still clans that protect the sacred portals, not all birdfolk are Avisilkra, and Avisilkra clans accept anyone of any ancestry willing to honor and protect the sacred places.
Birdfolk are found wherever the wind blows across the open sky. They are at home in sky-kissing mountains, open-edged cliffs, and treetop canopies. Rarely are they found in crowded cities or underground; birdfolk seek space to exercise their flight muscles.

Of a Feather

Birdfolk are mortals with great, feathered wings and avian beaks. Their bones are light, sometimes hollow, to aid in the ability to carry their own weight. Varied as true birds in color, size, and build, birdfolk display a stunning array of features.
Age. Birdfolk are hatched from eggs, mature in their late teens, and live less than a century.
Size. Your size is medium
Speed. Your base walking speed is 25 feet.
True Flight. You have a flying speed of 50 feet. This speed is halved while you are wearing medium or heavy armor.
Altitude Adaptation. You are acclimated to high altitude, including elevations above 20,000 feet. In addition, you require less air to survive and can hold your breath an additional number of minutes equal to your proficiency bonus.
Birdlike. Birdfolk vary as much as birds themselves. Choose one of the following traits:
  • Beautiful Song. You are a magnificent singer and have perfect pitch. You have proficiency in Performance. When you make a Charisma (Performance) check to sing a song you have heard at least once before, you have advantage on the roll.
  • Eagle-Eyed. Your eyesight is exceptionally sharp. You have proficiency in the Perception skill. When you make a Wisdom (Perception) check the relies on sight, you can add double your proficiency bonus instead of your normal proficiency bonus.
  • Nocturnal. You are more like an owl and can have no trouble seeing in the dark. 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 grey.
  • Raptor Talons. You have talons like the great birds of prey. You can use your talons to make an unarmed strike, with which you are proficient. The damage from this unarmed strike does slashing damage equal to 1d4 + your Strength modifier.
  • Waterfowl. You are more akin to gulls or herons. Your feet are webbed, and you have a swimming speed of 30 feet.

Bull

We thought it was the end. Maesia is down, the demon has Kulgrin by the throat, and Vevil and I are too afraid of hitting him to shoot. The demon brings Kulgrin down, closer to its face, and suddenly wham! Kulgrin slams his head forward and gouges its eyes out with his horns. The demon drops him and Vevil and I let loose.
— From Infernal Infatuations: Why Marrying a Demon is a Bad Idea by Demetrius Sly

From Champions Past

Before the Sundering, two civilizations built up around friendly competition with each other. Remembered only as the Olympians, most of each civilzation was obliterated. Those who survived, however, were ascended to divinity to create twin pantheons in constant, companionable contest. Like most of the new deities, their first order was to create peoples of their own. They looked to the beasts they had left behind on the material plane and formed them into mortals.
After each had created a people from goats, they joined together to form the sturdy bulls into formidable champions and representatives of the Olympians. They called the new mortals minotaurs, after the last Olympian victor before the Sundering.

Bull-Headed

Minotaurs are mortals with the heads, horns, and hooves of great bulls. They have broad shoulders and thick necks to bear the weight of their horns. Though specific practices vary by region and culture, all minotaurs cultivate some degree of horn care and hygiene.
Age. Bullfolk reach adulthood in their late teens and live less than a century.
Size. Minotaurs range taller and heavier than most mortals. Your size is medium.
Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Butterfly

Asfg

Life in Color

When the first rays of the sun shone on the newly formed Prime Material plane, the colors of everything that would be danced. They danced until they flew, swirling closer to the light that gave them life. When they reached the end of the sky, they folded in on themselves, wrapped in their own exaltation. When they emerged, they were papillia.

Of Colors and Light

Papillia are mortals with the brilliantly patterned, delicate wings of butterflies. Narrow antennae sprout from their foreheads, and large, faceted eyes fill their narrow faces. As children, their skin is covered in soft scales patterned in unfocused swirls of color, hinting at the designs their wings will take on. Around the age of 19, they craft a chrysalis that protects them for several weeks. When it withers, they emerge with muted, earth-toned skin and the mesmerizing wings papillia are known for.
Papillia, like true butterflies, can see into the ultraviolet end of the light spectrum. Papillia-dominant cultures utilize this in decorating, architecture, and certain religious ceremonies.
Age. Papillia mature at the end of their teens and live around 100 years.
Size. To account for the lightness of their wings, papillia run on the shorter and slighter end of the mortal spectrum. Your size is small.
Speed. Your base walking speed is 25 feet.
Delicate Wings. You have a flying speed equal to your walking speed. This speed is halved if you are wearing light armor, and is reduced to 0 if you are wearing medium or heavy armor.
Mesmerizing Designs. You can flutter your wings to distract your foes. As an action, choose one creature that can see you within 30 feet of you. They must succeed on a Wisdom saving throw or be charmed by you until the end of your turn. While charmed in this way, the creature's speed is 0.
At 5th level, the target is charmed until the end of your next turn. At 11th level, the target is charmed for 1 minute and can repeat the saving throw at the end of each of its turns if it can no longer see you.

Cat

"If you touch my tail it will be the last move you ever make."

Gods Fickle and Fond

Cats are proud creatures, and their gods even more so. In the early days of the Prime Material, Bast, Nekoma, and Mlem joined forces just long enough to create a race of mortals to worship and revere them. These people are collectively known as catfolk, though each of the three distinct cultures has a different name for themselves.

Fast Feet and Fighting Feats

Catfolk are tall mortals with fur covering their whole bodies. Their coats are as varied as both domestic and wild cats, and catfolk across the world display a veritable rainbow of coat colors, patterns, and thicknesses.
Age. Catfolk live relatively short lives for mortals, maturing around sixteen and living roughly eighty years.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet 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.
Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you have a climbing speed equal to half your walking speed.
Pounce. Catfolk have long legs and light frames, affording them superior jumping ability. Your jump distances are double.

Corvid

And so She lifted us on Her own wings. We flew on faith, and fear, and fate.
— The Book of Black Feathers

When Darkness Fell

Corvas were once the guardians and vanguard of the Unspeaking Witch. For millennia, they were harbingers of death and sorrow. When she fell in {THE REQUISITE GOD WARS}, those corvas that survived lost their divinity and became mortal. Today, they are a people without a home or homeland, wandering and flightless. In some cultures they are still seen as portenders of doom, while others have accepted them as just another of the myriad peoples that populate {PLANET}.

The Voice of the Witch

Corvas resemble ravens, rooks, crows, magpies, or jays with bodies covered in feathers, as well as long, thin beaks and sharp talons for feet. Rather than wings, however, corvas have mammalian arms. Their coloring tends toward black, but some few exceptions are startling shades of blue and cream.
As speakers for the Witch, they were given the ability to speak and be understood by all. When they became mortal, this devolved to the more avian trait of mimicry; a corva can accurately reproduce the sounds and voices they hear.
Type. Corvas do not have the type beast. Instead, they have celestial and humanoid.
Age. Further separating them from birdfolk, corvas are born live, reach maturity in their late teens, and live roughly 100 years.
Size. Corvas are average size for mortals and stouter than flighted birdfolk. Your size is medium.
Speed. Your base walking speed is 30 feet.
Mimcry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Raven Magic. You retain a measure of the power used to convey the Witch's demands. You know the message cantrip. When you reach 3rd level, you can cast the dissonant whispers spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the silence spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Crocodilian

"What do you call an alligator detective? An investigator."
— Tagline for Bollo & Grizk Investigations

Waste Not

Krokon mythology tells of gods that despised waste. After they had wrought the muddy places of the world and populated them with perfectly balanced ecosystems, they had mud and teeth left over. The gods formed the mud and teeth into the first krokons. Today, krokon communities are found on the shores of lakes, along the banks of rivers, and in the muddy shallows of swamps. While it is believed the original krokon gods perished in the Sundering, some communities worship them as if they did not.

Laters and Whiles

Krokons are tall and broad, with green, black, and brown scales covering their whole bodies. They have ridged, powerful tails that help propel them through the water and a third eyelid to protect their eyes underwater. Long snouts and sharp teeth complete their reptilian look.
Age. Krokons hatch from eggs, reach adulthood in their late teens, and live between eighty and ninety years.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to half of your walking speed.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.

Dog

To honor friends is not to worship them.
— Dediran Proverb

The Gift of Friendship

Long ago, while the energies of the Sundering were still swirling in their chaos, many of a hunter's hounds mysteriously became ill. The hunter begged, prayed, wished, and pleaded for a way for the hounds to explain what was wrong with them. Amidst the begging, praying, wishing, and pleading, something answered the hunter; the hounds were transformed into bipedal dogs that could speak. With their newfound ability to express their symptoms, they were diagnosed and cured. Eventually, these dogfolk—sometimes called Dedirans for the hunter that made them—multiplied and migrated. Today, they are found anywhere other people are.

To Bite and Bark

Dedirans can vary as widely as true dogs, but they have a few universal traits, including fur coats and keen senses.
Age. Dedirans exist somewhere between mortal and beast, and consequently have very short lifespans. They mature in just ten years and on average live only to their mid-sixties.
Size. Dogfolk have the greatest recorded height range of any other mortal ancestry, from below 4 feet to over 7 feet. Your size is your choice of small or medium.
Speed. Your base walking speed is determined by your size: 25 feet for small or 30 feet for medium.
Bite. Your canine teeth are natural weapons which you can use to make unarmed strikes. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier.
Enhanced Sense. As a result of your canine origins, you have proficiency in the Perception skill. Additionally, you've inherited one well-honed sense, your choice of either hearing or smell. Perception checks relying on the chosen sense have advantage.
Fur Coat. Some dogfolk have heavy coats while others have thinner, lighter coats made for hot weather. Choose whether you have a short or thick coat. If you have a thick coat, you have resistance to cold damage. If you have a long coat, your base walking speed increases by 5 feet.

Elephant

They say elephants never forget. Do you think they remember when they were people?

Transformed Traditions

Elephants were once living mortals. They were wise and intelligent and began to question their god of pride and learning. Offended beyond compare, the god cursed them to take beastly forms, still as intelligent as they had been previously, but without the physical ability to maintain their society.
The god of pride and learning did not survive the Sundering, but their people did. Most became the elephants of {DESERT} and {RAINFOREST}, but small groups were transformed into mortals that call themselves tombotu.

Gargantuan Grandeur

A tembota has the body of a broad human and the grey, wrinkled skin and head of an elephant. They average roughly 8 feet in height and have prehensile trunks that they use just as frequently as true elephants.
Age. Tembotu reach maturity in their late twenties and can live up to 150 years.
Size. Tembotu are some of the largest mortals. Your size is medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, pull, drag, or lift.
Prehensile Trunk. You have a two- to three-foot long trunk that is agile and strong. As a bonus action, you can use your trunk to take the Use an Object action. As an action, you can use your trunk to attempt to make a grapple. Your trunk can hold, carry, push, drag, or lift up to one third of your normal capacity for those actions. Your trunk is not dexterous enough to wield weapons or perform the somatic component of a spell, however.

Fish

The depths are filled with sailors damned
The shores with mem'ries lost.
Our eyes are filled with wave-tossed hope
Our hearts with currents soft.
— From a merfolktale

Part of Both Worlds

Though planar scholars disagree on whether merfolk dwelled on the land or water before the Sundering, it's generally agreed that the cosmic shockwave gifted them the ability to change between the two. Today, merfolk are found in and around almost every body of water capable of sustaining life across the Prime Material and its echoes.

Fish Out of Water

Merfolk are truly amphibious; they can spend as much time on land as in water. Most split their time between the two environments, while some remain in one or the other for most of their lives.
Merfolk have smooth skin and fine hair in as many colors as are found in aquatic life. Their eyes are large and protected with a third, transparent eyelid. Often, merfolk bodies are covered in small scales, and most have flexible fins along their calves and forearms. Thin membranes connect their fingers and toes, the webbed appendages giving them a steep advantage in the water.
Age. Merfolk live relatively long lives, reaching maturity in their mid twenties and regularly living more than a century.
Size. Merfolk that spend much of their time in water will often have a thin layer of fat at all times, but otherwise manage their weight and muscle mass like other mortals. Your size is medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water and have a swim speed equal to your walking speed.
Fishtail. When fully immersed in water, you may spend an action to transform your legs into a single, powerful tail. This tail usually resembles the aquatic life of your home, but can take on any fishlike form. Any equipment or clothing worn on the lower half of your body is worn on the tail or absorbed into the form, your choice. While you have your fishtail, your swim speed is doubled and you have a +1 bonus to AC.
The tail transforms back into legs when you spend a bonus action to do so, or you are out of the water for one full round.
Different Shores. Merfolk are indigenous to almost all of the waters of the Prime Material plane, and their native biome determines certain aspects of the physicality. Choose one of the following.
  • Arctic. You are larger than most merfolk, and your fishtail resembles those of great northern whales and spotted seals. You have resistance to cold damage and are acclimated to frigid water as described in the Dungeon Master's Guide.
  • Deep. More an aberrent abomination than a bestial mortal, you resemble the strange creatures of the deep ocean. You are paler than most merfolk, and your tail is transparant or lined with bioluminescent scales. You have darkvision out to a range of 120 feet and are adapted to depths below 200 feet as described in the Dungeon Master's Guide.
  • Freshwater. You come from lakes and rivers full of salmon, koi, trout, catfish, and uncountable others, and your tail reflects that variety. Accustomed to shallower water, you can change forms more quickly. You can use your Fishtail ability as a bonus action.
  • Tropical. You and your fishtail resemble the bright and rainbow-hued fish of the tropics. The warm waters of your origins have made you just a bit more limber than your merfolk peers. Your swim speed increases by 10 feet.

Fox

Red coat against snow
Small tracks in the soft powder
Do you follow them?
— From The Hundred Thousand Words of Ryoko the Silver-Tongued, collected by Scribe Kazumi

Of Wit and Wiles

Kitsune are said to be descended from a family of foxes so clever, they tricked Nekoma into making them people. Though some historians regard this is myth, most kitsune societies honor it as truth. Nekojin and tanuki societies are split on their interpretations.

Cunning Agility

Kitsune typically have red, grey, or white fur with vulpine snouts and bushy tails. Most have small claws or thicker nails, but these are rarely fierce enough to be used as weapons.
Age. Kitsune mature in their late teens and generally live seventy or eighty years, though there are reports of some kitsune living to be upwards of 200 years old.
Size. Kitsune tend to be shorter and thinner than other mortals, rarely growing above 5 feet. Your size is small.
Speed. Your small frame makes you light on your feet. Your base walking speed is 35 feet.
Darkvision. Your nocturnal ancestry grants you the ability to see in poor lighting. 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.
Vulpine Agility. Your fox heritage grants you a leg up on feats of nimbleness; you have proficiency in the Acrobatics skill.

Frog

"When the water gets too warm, hop out."
— Advice to a young frogfolk

Disparate Beginnings

Known as bullywugs, grung, or kermites, frogfolk arose from the post-Sundering energies wherever true frogs and toads were found. They share many common features, but like other mortals, their outlooks, origins, and belief systems come from their communites, not their physical abilities.

Amphibious Ambitions

All frogfolk are bipedal frogs with large eyes and mouths and incredible jumping abilities. Beyond that, little can be said about their similarities. Some have toxic skin or sticky tongues, while others may have warty camoflauge. They can be mottled browns, bright greens, or vibrant reds, yellows, and blues depending on where they're from.
Age. Frogfolk tend to have shorter lifespans than other mortals, maturing in their mid teens and living sixty to seventy years.
Size. Despite other variances, frogfolk are generally in the shorter and plumper ranges of mortal builds. Your size is small.
Speed. Your base walking speed is 25 feet.
Amphibious. You can breathe air and water. Additionally, you have a swim speed of 30 feet.
Standing Leap. Your long jump is 25 feet and your high jump is 15 feet, with or without a running start.
Froglike. Frogfolk display a wide variety of frogish abilities. Choose one of the following:
  • Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must at the end of its turn succeed on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each its turns, ending the effect on itself on a success. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature with the Poisonous Skin trait succeeds on this saving throw automatically.
  • Sticky Tongue. You have an extremely long, semi-prehensile tongue. You can use this tongue to grab a single object of 25lbs or less. You cannot hold more than one object at a time with your tongue. Additionally, you can use your tongue to make an unarmed attack that has a reach of 10ft and does damage equal to 1d4 + your Strength modifier. You are proficient in this attack. Any creature hit by this attack must succeed on a Strength (Athletics) check against a DC equal to 8 + your proficiency bonus + your Strength modifier or be grappled. You cannot attack with or otherwise use your tongue while a creature is grappled in this way.
  • Swamp Camouflage. Whenever you make a Dexterity (Stealth) check made to hide in swamp-like terrain, you may add double your proficiency bonus to the check, instead of any proficiency bonus you would normally add.

Goat

"BAAAAA. I'm kidding, I'm perfectly fluent in Common. Now, please get off my patch of grass."

Get Your Goat

Before the Sundering, two civilizations built up around friendly competition with each other. Remembered only as the Olympians, most of each civilzation was obliterated. Those who survived, however, were ascended to divinity to create twin pantheons in constant, companionable contest. Like most of the new deities, their first order was to create peoples of their own. They looked to the beasts they had left behind on the material plane and formed them into mortals.
Today, the satyrs of the {GREEK} Olympians and the fauns of the {ROMAN} Olympians are found throughout the world, though they hail originally from {ISLANDS}.

A Bleating Herd

Satyrs and fauns have the upper body of mortals and the furry lower body of goats, complete with cloven hooves. They have horns that range from pointed nubs to curling ram horns. Most also have the horizontal pupils of goats.
Age. Satyrs and fauns reach maturity in their late teens and live well over 100 years,
Size. Your size is medium.
Speed. Your hooves give you better traction than those with feet. Your base walking speed is 35 feet.
Magical Resistance. The meddling of gods has inured you against harmful magics. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical abilities.
Divine Differences. Though satyrs and fauns are nearly identical, their respective creators diverged slightly in their methods. Choose one of the following:
  • Faun Prancing. Your longer limbs propel you quickly away from harm. You can take the Dash Action as a bonus action on each of your turns.
  • Satyr Stability. Your squat form helps you stay upright. You have advantage on saving throws against effects that would knock you prone.

Kangaroo

"Kid, I like you, and I wouldn't say no if you asked for a trainer. But my thighs are bigger than that chest you keep puffing out. Fighting me will not end well for you."
— The reported first words spoken by the champion boxer Parganna to the boy who would become her protégé

Protectors and Guardians

Kangra tell stories of destiny and divine purpose, and to this day historians are unsure if the kangra came before the kangaroo or vice versa. Both are found primarily in Kukle-arlenge, the preservation of which is a sacred duty.

Kickbacks

Like true kangaroos, kangra have powerful legs and sturdy tails. Those who can bear children also have stomach pouches traditionally reserved for nursing young. They are covered in grey, red, or brown fur.
Age. Kangra mature in their late teens and live less than a century.
Size. Your size is medium.
Speed. Your powerful legs propel you a bit faster than other mortals. Your base walking speed is 40 feet.
Natural Jumpers. Your legs are large and muscular, allowing you to leap great distances and heights. Your jump distances are tripled.
Powerful Legs. You have mighty legs, which you can use to make an unarmed strike. The damage for unarmed strikes made with your legs equals 1d6 + your Strength modifier bludgeoning damage. Additionally, a target hit with this attack must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus.

Lizard

Slick slipping skin shed softly against the sand. She sometimes forgets the smile.

The Largest Lizards

In a world with dragons, more mundane reptiles might seem superfluous. But as the beasts have found not just niches, but entire ecosystems to thrive in, so too have the mortals that resemble them. Lizardfolk are found in the warmer places of the Prime Material plane, and are just as comfortable in a desert as a rainforest.

Of Scales Small and Fine

Lizardfolk are small and covered with soft scales in a myriad of different colors and patterns. Some are dull and neutral, blending into their environments. Others are bright and colorful, with crests on their head to draw attention to themselves. Still others can change their scale colors to blend in with their surroundings.
Age. Lizardfolk hatch from eggs, mature in their mid teens, and live less than a century.
Size. Your size is small.
Speed. Your small size and light scales help you move a bit faster than other mortals. Your base walking speed is 35 feet.
Regneration. You can regrow any severed body part except your head. It takes 15 days without strenuous activity or 30 days with regular activity. If you take any points of exhaustion while regrowing a body part, this trait does not function until all points of exhaustion are cured.
Lizardlike. True lizards posses a variety of abilities unique to certain species. Lizardfolk reflect that to an extent. Choose one of the following options.
  • Basilisk Run. When you take the dash action on your turn, you can run across the surface of calm water. You fall into the water if you are still on its surface at the end of this action.
  • Chameleon Camouflage. As a bonus action, you can change the color and pattern of your scales to match your surroundings, giving you advantage on stealth checks relying on sight if you are not wearing armor or wearing light armor.
  • Geko Pads. You have sticky pads on your hands and feet that allow you to climb even the smoothest of surfaces. You have a climb speed equal to your walking speed, and you don't need obvious hand and foot holds to effectively climb.

Moth

When the night is dark and the moon hides, make your own light.

Children of the Moon

It is said that the moon so loved the earth, she leaned close to tell the earth the truths of her heart. In the place where they drew near, a moth fluttered between them and leòmainn were born.
Leòmainn are rarely found outside of {REGION}, and it is true that most of {REGION'S} cultures and religions are lunar-centric, but whether the stories or magic came first is impossible to know.

Emerging Whole

Leòmainn are delicate mortals, covered in short, soft fur in a variety of patterns and shapes. Their faces are almost elven, with large, faceted eyes and a pair of fuzzy antennae that sprout from their foreheads. Their arms and legs lie somewhere between mammalian and insectile, with bony joints and only three fingers and opposable thumbs. From their backs extend thin, papery wings with complex spots and patterns on them. For the first ten years of their lives, leòmainn wings are not developed enough for flight; they spend their infancy crawling and walking. In their eleventh year, they craft and enter a pupa, emerging several weeks later with fully developed wings. It takes another ten years for their wings to be able to carry their weight for more than a few seconds at a time, but they will spend the next hundred after that flitting above the ground.
Age. Leòmainn can live up to 100 years.
Size. Leòmainn are short and light. Your size is small.
Speed. Your base walking speed is 25 feet.
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.
Delicate Wings. You have a flying speed equal to your walking speed. This speed is halved if you are wearing light armor, and is reduced to 0 if you are wearing medium or heavy armor.
Lightwielders. Leòmainn can emit a warm, gentle glow from their antennae as an action. This light functions exactly the same as the light cantrip except that it is nonmagical.
Wings of Whisper. The fine scales of your wings absorb sound. You have advantage on Dexterity (Stealth) checks that rely on not being heard.

Rabbit

"Rabbits and hares are actually different animals, but the Sundering was more about vibes than specific biology."
— A rejected thesis from {UNIVERSITY}

Hop Along

Lapiennes claim no divine meddling or ascended beasts in their lineage, nor do they have an ancestral homeland or creator deity. While some societies might put importance on their connection to true rabbits and hares, this practice is not at all universal. Lapiennes are truly products of the Sundering and are found in almost every culture across the Prime Material plane.

Hare and Now

Lapiennes share the same bipedal shape as most mortals, with the long feet and ears characteristic of true rabbits and hares. They have powerful legs for long hops, and are covered in fur that tends towards browns, blacks, greys, and whites.
Age. Lapiennes mature in their late teens and live less than a century.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Keen Hearing. Your long ears are ideal for picking up the tiniest sounds at great distances. When you make a Wisdom (Perception) check that relies on hearing, you may add double your proficiency bonus, instead of whatever proficiency bonus you would normally add.
Lucky Footwork. When you fail a dexterixy saving through, you can use your reaction to roll a d4 and add the result to the save, potentially turning a failture into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Raccoon

What can a mask hide
When it revels in starlight
And grins at the moon?
— From The Hundred Thousand Words of Ryoko the Silver-Tongued, collected by Scribe Kazumi

A People Masked

After Nekoma had helped create the nekojin and raised the kitsune to personhood—either by trickery or intention—they saw promise in another beast of the newly-sundered worlds: the raccoon. Tanuki originate on Nekoma's island of {ISLAND}.

Hands to Hold

Tanuki most often resemble raccoons native to {ISLAND}, but some have developed the striped tails and monochromatic coloring of the {OTHER PLACE} raccoon despite being unrelated animals. They have dark markings around their eyes commonly referred to as masks, fur across their entire bodies, and sensitive pads on their hands and fingers.
Age. Tanuki reach maturity in their early twenties and live just over 100 years.
Size. Like true raccoons, tankui tend toward the shorter and squatter end of the mortal spectrum. Your size is small.
Speed. Your base walking speed is 25 feet.
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.
Climbing Claws. You have short, stubby claws that do little in the way of damage but allow you to grip all but the smoothest surfaces. You have a climbing speed equal to your walking speed.
Tactile Understanding. The pads on your hands are incredibly sensitive, and you can learn a lot about things you can feel. When you make a Wisdom (Perception) or Intelligence (Investigation) check that relies on touch, you may add double your proficiency bonus instead of whatever proficiency bonus you would normally add.

Rat

"Are you gonna eat that?"
— Last words of Mayor Zigus Mocrat

Cursed Heritage

When the wizard Ikrishis was betrayed by their assistant, they vowed revenge on the "worthless rat." They spent their time in prison studying lycanthropy and upon their release, worked a curse so powerful, every living member of the assistant's bloodline was transformed into anthropmorphic rats. The curse was hereditary, and every child born of the assistant's bloodline was also born a rat.
The assistant's family scrubbed their name from history and moved to a new city far away from their home. Today, ratfolk are found almost exclusively in {CITY} in {COUNTRY OR REGION, IDK} and draw clear lines between themselves and wererats.

Rat-ical Changes

Ratfolk have rat-like heads with large ears, long snouts, whiskers, and large, strong teeth. Their bodies are covered in short fur but are otherwise mortal in form.
Age. Ikrishis shortened the lifespan when they cursed their assistant. As a result, ratfolk reach adulthood around age twelve and rarely live longer than sixty years.
Size. Ratfolk are shorter and lighter than most mortals. Your size is small.
Speed. Your base walking speed is 25 feet.
Heightened Smell. Your rat snout gives you advantage on Wisdom (Perception) checks that rely on smell.
Iron Stomach. Your rat heritage gives you the ability to digest almost anything. You have advantage on Constitution saving throws relating to something you ingested, as well as those against being poisoned. Additionally, you have resistance to poison damage.

Shark

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Champions of the Deep

{SHARK GOD} created sharks first, with jagged teeth and rough skin left from some creature long forgotten even at the time of the Sundering. So proud was he, that his next step was to create a people to admire them even knowing he could not compel them to love sharks as he did. He was certain the mortals would see the wonder of sharks and come to love them on their own.
Today, {ISLANDS} are still composed primarily of manoka in societies that honor both {SHARK GOD} and his family, as well as sharks themselves.

Teeth of the Gods

Manoka have maws filled with jagged teeth, and rough skin in shades of blue, grey, brown, white, and black like sharks. Fins sprout along their heads and spines, as well as on their forearms and calves. Gills that seal when they're not underwater line the sides of their necks.
Amphibious. You can breathe air and water, and you have a swimming speed equal to your walking speed.
Blood in the Water. You have advantage on melee weapon attacks and against creatures who have fewer than half their hit points remaining.
Bite. Your teeth are natural weapons, which you can use to make unarmed attacks. These attacks deal 1d6 piercing damage instead of the normal damage for unarmed attacks.
Toothy Hide. Your rough skin offers you greater protection against attacks. Your AC equals 13 + your Dexterity modifier. If worn armor would leave you with a lower AC, you may use this AC instead.

Snake

"Dendar hear my plea. Grant me ambition and cunning to rise above the obstacles before me. Accept this sacrifice at your altar as a measure of my faith and judge me worthy of your ingenuity and your glory."
— A common invocation of Dendar the Night-Serpent.

In Her Image

Yuan-ti are a people made almost entirely of magic. In the wake of the Sundering, a community of mortals dedicated to the serpent-goddess Dendar worked powerful magics to harness its chaos and become more like her perfect form. The results were a race of half-snake people in varying degrees of snakeliness.

Of Poison and Magic

The yuan-ti known as "purebloods" are the most numerous and also the least reptilian, exhibiting only a few serpentlike features such as slitted pupils or patches of scales across the skin. As a result, they are more likely to be found among other mortals.
Age. Yuan-ti live long lives thanks to to their magical heritage. Yuan-ti purebloods reach maturity in their mid thirties and live well into their second century. Unique among mortals, yuan-ti purebloods are sometimes hatched and sometimes born live.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet 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.
Magic Resistance. Your ritual heritage grants you advantage on saving throws against spells and other magic effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.

Tortoise

"What? You ain't never seen a m-m-man make pipes outta his s-s-s-shell?"
— Dread Pirate Orly

From Sea and Shore

Tortle tradition tells of giant tortoises who grew so wise as to unlock the secrets of sentience. From them, tortles descended.

Sand and Shells

Tortles have large, hard shells, stout limbs, and a small head on a long neck. They are usually green or brown, but some can be yellow or even orange.
Age. Like true tortoises, tortles hatch from eggs buried in sand or sandy soil. They are exceptionally long-lived, reaching adulthood in their twenties and living around five centuries.
Size. Your size is medium.
Speed. Your bulky frame makes you a little slower than other mortals. Your base walking speed is 25 feet.
Shell Sanctuary. Tortles have even more protection from attacks when they fall to the ground and withdraw into their shell. When you are prone but not incapacitated, you instinctively pull in your head. Melee attacks against you while prone do not have advantage, and ranged weapon attacks automatically miss. Standing from prone requires 20 feet of your movement, however.
Shell. You have have a shell that covers most of your body and offers an amount of protection from attacks. Choose one of the following options:
  • Hard Shelled. If you are not wearing armor, your AC is 17 and you have resistance to nonmagical bludgeoning, piercing, and slashing damage. If worn armor would leave you with a lower AC, you can use this score to determine your AC. You can benefit from a shield as normal.
  • Soft Shelled. Your shell is softer and easier to move in. If you aren't wearing armor, your AC is 14 + your Dexterity modifier. You can benefit from a shield as normal. If worn armor would leave you with a lower AC, you can use this score to determine your AC. Additionally, you have a swim speed of 20 feet.


Cover image: by Athevra via Adobe Spark

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