Agrinaus Those plant-men are decent enough during the day, provided you treat them with some respect. But don't venture in their territory at night. That's when they hunt. And believe you me, they're not the type to be picky over dinner.

—Massock Brown, innkeeper

Agrinaus are a rare sights in forests; indistinguishable from a distance, and alien up close. Strictly carnivorous plant-men with a humanoid visage, they are a reclusive and self-protective race that ultimately tolerates others. Sentient Plants Agrinaus are walking, talking creatures of leafy greens. They resemble humans, albeit shorter on average, with completely black compound eyes and a carapace-like exterior composed of hardened petals peeling over their body. While Agrinaus have genders, they are visually no different from each other. Instead, they are distinguishable only by smell. Tribal Hunters Agrinaus live among the lush treetops in wooden pagodas built among and inside the network of dense tree crowns. Up here, they have abundant access to sun and a wide view of their territory that may be scanned throughout the day. When night falls, they descend onto the forest floor and hunt their quarry that they tracked throughout the day. The hunt is part ritualistic, part frenzy, and completely best left avoided. Alien Nature Agrinaus have conflicted relationships with most other races, seeing the world of meat and flesh in a way similar to the way a human might look at a peculiar flower - possibly with respect, potentially with curiosity, but certainly not as an equal. They are wary at best of nearly all races of intelligent life, and at worst will slaughter hostile interlopers without empathy: not as enemies, but as a gardener exterminates a thick bed of weeds. Cautious Observers Though Agrinaus may ultimately see other races as strange and potentially untrustworthy, they are still curious and willing to learn about them from a safe berth.

Depending on the specific

individual, they may be willing

to approach an outsider,

invite them to a small event,

or even join them while

travelling. They do this

in order to observe and

understand, primarily.

Feelings of fraternity and

friendship are possible,

yet not guaranteed. Agrinaus Traits Your agrinaus character has the following racial traits. Ability Score Increase. Your Wisdom score increases by 1, and your Dexterity score increases by 2. Age. As plants who are merely human shaped, Agrinaus are incredibly long-lived. An Agrinau reaches adulthood within 10 years, and can live for nearly 1,000 years. Alignment. Living in nature, Agrinaus are no exception to the ebb and flow of chaos and order that exists in a wild ecosystem. They can range from chaotic to lawful on a whim, but very rarely show a disposition towards good or evil. Size. Agrinaus are between 4 and 5 feet tall and weigh between 100 and 150 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Agrinaus Magic. You know the thorn whip cantrip. When you reach 3rd level, you can cast the entagle spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells. Carnivorous. Agrinaus are purely carnivorous beings, and can extract all nutrients they need (including hydration) from a meal of meat. Once per long rest, you may consume a large meal of very fresh meat (less than 1 minute old after harvesting) to gain temporary hit points equal to twice your constitution modifier. Temporary hit points gained this way may never exceed twice your constitution modifier. Photosynthetic. Though Agrinaus eat meat, they can also gain sustenence from pure, natural sunlight. Every 8 hours spent in direct sunlight may count as one meal, without hydration. Also, you may regain your constitution mod worth of lost hitpoints every 8 hours in direct sunlight. Advanced Darkvision. Your darkvision has a radius of 120 feet. Languages. You can speak, read, and write Common and Sylvan. The Hunt The Hunt is a trancelike state in the Agrinaus' alien mind. It is a somewhat sacred emotion and event for them, in the same way dreams are for certain races. While playing an Agrinaus, sleeping may be replaced with an urge to leave into the wilderness to hunt for food at night. This is an urge that may be ignored at will, but is neither uncomfortable nor strange for your character. You gain all the benefits of having slept if you choose to fulfill this urge. To determine what, if anything, you catch during The Hunt, make a DC 5 Survival check and collaborate with your DM on types of local fauna. Your Carnivorous trait may also be used during The Hunt without expending it. 1

Ilox So, me and this tall fellow on an adventure, yeah? Well, it's pretty difficult to go out adventurin' with an Ilox as it were, but you don't quite realize how cold everythin' gets with 'em about, yeah? But get this, we runs into a camp of little goblins. And I'm sittin there, plannin' all silently, and suddenly this mate gets up and walks right into them, not a worry in the world. And they see nothin' till it's too late.

—Tenneck

When you stare into the shadows, and the shadows stare back at you with broad white eyes, then you've most likely treaded into the garden of an Ilox. These solitary peoples with silent demeanors are as black as the purest of inks, and gelid as fresh rime. Living Shadow Ilox are renowned for their pure, inky-black composure. Their skin is composed of compounds that absorb as much visible light as possible, and they secrete a sweat-like substance that coats them in even more blackness. A healthy Ilox is one that can only be identified in the dark by its bright white eyes. Cold Abberations Ilox are paradoxically cold to the touch. Though one would expect a being that absorbs all light to be exceptionally warm, Ilox leave behind frosty wakes, and prefer to live in cooler tempuratures. Other races prefer to leave them be due to their aura of cold, which perfectly suites the quiet lifestyle of the common Ilox gardener. Impossible Vision Ilox see the world in ways other races could never dream of. Because of their complexion, they have found it necessary to develop eyesight that allows them to scan and register heat, allowing Ilox to see details and traits in each other that no other races can register. However, this comes at the cost of seeing many shades of colour, further seperating them culturally from other common races. Simple Personalities If there is ever a problem that needs to be solved, an Ilox has the answer in 10 words or fewer.

Though they seem to prefer the

simple life, they actually pursue

such lifestyles due to their practicality

and efficacy. If an Ilox was to be

offered a lifestyle that was as efficient

(or even more so) at filling their needs,

it would not be out of the ordinary for

them to drop their current lifestyle in

pursuit of an upgrade. Their practicality

is not to be underestimated, however -

it sometimes can see answers others

cannot! Ilox Traits Your agrinaus character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2. Age. An Ilox reaches maturity after 30 years, and can live to the age of 130 Alignment. Ilox show no disposition to any alignment. They will pursue whatever goals seem most pragmatic to them. Size. Ilox are between 10 and 11 feet tall and weigh between 120 and 160 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Heatvision. As a necessity of your race's complexion, you can see heat signatures in addition to your normal vision. You can see colours that signify heat within 20 feet of you. As a consequence, choose one colour out of Red, Blue, or Green. You lack the ability to see that colour, and do not understand the concept of that colour. Gelid Aura. You naturally cool an area with 10 ft radius centered on yourself. This coldness is not strong enough to affect heated objects or other life.

Once per day, you may strengthen your cold aura for 1 minute as an action. All creatures in this aura take 1d4 damage when they start their turn within the aura, and small flames are extinguished within its icy reach. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. Pitch Black. In areas not lit by bright or dim light, you gain profiency in the Stealth skill. Ink Sweat. You perspire a fluid that behaves almost exactly like black ink, and can be bottled for future use. Bottling the ink takes 10 minutes. You produce 20 silver worth of ink every day, so long as you've eaten 3 meals that day. Languages. You can speak, read, and write Common and Halfling. Ilox are a curiosity to Halfling folk, and their relatively simple lifestyle mirrors halfling life to such a degree that the language naturally suits them. The Goal An Ilox tends to always take the path that they believe will resolve their issues in the most efficient way possible, even if their decisions seems paradoxical or nonsensical to others. Depending on their goal, this can cause them to have a wild variety of personalities. If the goal is to "have fun" for example, an Ilox may simply do whatever their heart desires without considering consequences. When creating an Ilox adventurer, consider choosing a pre-determined goal that defines every decision your character makes, and collaborate with your DM to help weave your character's goal into the campaign's narrative. What about adventuring made your character pursue this lifestyle specifically to reach their goal? 2

Seedlings Seedlings of the thuran tree are well known for their ability to walk, think, and communicate like any normal mortal, yet the most interesting part about them are their strange personalities. Inquisitive to their core, they really do tend to make the most out of their short, exciting lives. I would thoroughly recommend befriending one!

—M.G. Millturner, Of Nature's Curiosities

Where you find the broad, winding limbs of a thuran tree, you are bound to find its children. Thuran Tree Seedlings are spectacularly unique specimens in the natural order; not only do they have a conscious will, they have the ability to move as if they were an animal. They have no gender as seeds; only when they mature into trees do they become capable of bearing children like all other trees normally would. Voiceless Loudmouths Seedlings are by definition, immature. As such, they love to speak as often as possible. But with no vocal cords, they are forced to copy sounds to the best of their ability by rapidly clacking and clattering their mandibles together. This allows them to create understandable, but unnerving "dialects" of languages they learn. Ticking Clocks Seedlings, like all other seeds, are destined to sprout. To them, it is merely the next stage of their life. But to most other life who co-exist with them, it is tantamount to death. Upon reaching maturity, a Seedling will mindlessly plug its head into the ground, and its consciousness will degenerate as it slowly grows into a mature tree. When it is finished, there is no trace of a consciousness left. Eternal Dreamers To cope with their fate, all Seedlings believe that their souls live inside them eternally, and when they transform into a tree, they simply dream forever instead of ceasing to exist. They believe that their eternal dreams will only ever be as unique and interesting as the lives they live during their short time "alive". Voracious Adventurers In order to live a fulfilling life

so that their eternal dreams

may be as wondrous as

possible, Seedlings have a

bottomless appetite for

exploration. They will

travel the depths of the

earth, the heights of the

sky, and the limits of the

seas so when they take their

final rest, all those

experiences will return to

paint the most vivid dream. Seedling Traits Your seedling character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1. Age. Seedlings reach maturity after 40 years. Upon reaching maturity, they enter the next stage of their lifecycle as mindless trees that can live for 10,000 years. Alignment. Seedlings are inclined towards chaotic good in order to experience a vast array of interesting and positive life experiences to copy into their afterlife. Size. Seedlings are between 3 and 4 feet tall and average about 50 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Clattertounge. Your method of speech is inherently unnerving to all other races. You are proficient in Deception and Intimidation skills checks made while speaking. Seedling Nimblness. You can move through the space of any creature that is a size larger than yours. Lungless. You respirate through your pores. As long as a portion of your body is exposed to air, you can breathe. Limb Regeneration. Your limbs are mere roots. As long as you have 1 hit point, you slowly regenerate lost limbs over 1d4 days. Embracing Grapple. Your rooty body is adept at contorting. You may choose to use your Charisma (Performance) score in place of a Strength (Athletics) score for grapple checks. Metamorphosis. Upon reaching maturity, Seedlings are possesed by an unstoppable urge to bury their heads in earth and splay their body upwards. Upon doing this, their body will begin to transform over 1 week, thickening and elongating into a uniquely-shaped 20-30 foot tall tree. Their conscious minds are consumed during this process, and their souls are put into a permanent state of stasis that cannot be broken by anything less than divine intervention.

A Seedling freed of this state by divine intervention or the Wish spell will find themselves permanently ageless.

Destroying or transmuting the tree will destroy its soul. Languages. You can speak, read, and write Common and one extra language of your choice. The Metamorphosis Most Seedlings live their lives solely in preperation for the day they reach maturity and turn into trees. The idea of being removed from this fate, and the eternal dream it ushers in, is considered very taboo. Though extraordinarily rare, it is possible to revert a Thuran Tree back into its seedling state. Doing so makes the Seedling immortal as it is removed from the concept of age. Depending on the personality of the Seedling, they may be immensely glad or resentful about this. Seedlings resusitated in this manner always have an alignment change. Consult with your DM about how your character changes due to this event. 3