.phb#p1{ text-align:center; } .phb#p1:after{ display:none; } Malice's Motley Monster Race Options A catalogue of custom racial options for the world's greatest roleplaying game

Arachne Traits All Arachne share these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence increases by 1. Age: Arachne reach maturity at 5, and usually live to be about 30. Alignment: Most Arachne are lawful neutral. Size: The average Arachne is between 4 and 5 feet tall. Your size is Medium. Speed: Your base walking speed is 40 feet, and you have a climbing speed of 30 feet. Many Eyes and Arms: You gain proficiency in either Wisdom (Perception), or Dexterity (Sleight of Hand). Scuttling Spy-der: You can use your action to polymorph into a house-spider using this trait. You regain the ability to do so when you finish a short or long rest. Any equipment you are wearing or carrying isn't transformed with you, and may suffer damage if you transform into a different race. If you are transformed you may decide to revert to your true form without expending this ability. You revert to your true form if you are incapacitated. Pincers: You have a sharp set of pincers which you are considered proficient with. Each bite deals 1d4 acid damage. 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. Languages: You can speak, read, and write Common and Undercommon Skeleton Traits All Skeletons share these traits. Ability Score Increase: Your Constitution score increases by 2, and your Dexterity increases by 1. Age: Skeletons remain whatever age they were when they died. Alignment: Most Skeletons are neutral or neutral evil. Size: The Skeleton remains whatever height is typical of the race of it's past life. Your size is Medium. Speed: Your base walking speed is 30 feet. Bone to Pick: As an action, you can remove one of your arms, legs, or other limbs. The limb can be used as a weapon which you are considered proficient in, dealing 1d4 bludgeoning damage. The limb can move independently of your body, but is treated as though blinded while out of your line of sight. Rattle Me Bones!: Being a skeleton, if you drop to 0 hit points at any point, you are reduced to a pile of bones. While in this state, you are incapacitated and can take no actions. Roll death saves as normal, if you succeed, you are able to recollect yourself. Upon failure, this state lasts 1d3 days. Bloodless: You are immune to poison damage and the poisoned condition. 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. Languages: You can speak, read, and write Common and one other language of your choice. 2

Succubi Traits All Succubi share these traits. Ability Score Increase: Your Charisma score increases by 2, and your Dexterity increases by 1. Age: Succubi do not age. Alignment: Most Succubi are neutral evil or chaotic evil. Size: The average Succubi is between 5 and 7 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a 30ft flying speed. Shapechanger: You can use your action to polymorph into a Small or Medium Humanoid Creature using this trait. You regain the ability to do so when you finish a long rest. Without wings, you lose your flying speed. Other than your Size and Speed, you keep your statistics in each form. Any equipment you are wearing or carrying isn't transformed with you, and may suffer damage if you transform into a different race. If you are transformed you may decide to revert to your true form without expending this ability. You revert to your true form if you are incapacitated. You may use this trait twice at Level 10, and three times at 20th Level. Seductive Prescence: You are naturally charming. You gain proficiency in Charisma (Persuasion). Drain Vitality: While you're... ahem, procreating with a humanoid, you can force the target to make a Charisma save (using your charisma spellsave DC). If the target fails, you may begin to drain their life force for damage equal to your CHA modifier per round. This damage halved is converted into healing for you. You can choose to maintain this effect, dealing the same damage each round, as if concentrating on a spell, until the target passes the save or dies. 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. Languages: You can speak, read, and write Common and Infernal. Vampire Spawn Traits All Vampire Spawn share these traits. Ability Score Increase: Your Charisma score increases by 2, and your Intelligence increases by 1. Age: Vampires do not age. They retain the age that they where when they were transformed. Alignment: Most Vampires are lawful evil, but a rare few retain the alignment they had in life. Size: The average Vampire is between 5 and 7 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet., and you have a climbing speed of 20 feet. Eternal Thirst: As a vampire, you must feed regularly to maintain your undead existence. Every three days that you do not feed, you suffer one level of Exhaustion. You are cured of this exhaustion once you feed. Sunlight Sensitivity: While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Deadly Bite: Make a contested grapple check against a creature. If you succeed, you may bite them for 1d4+STR damage. You can choose to maintain this grapple, dealing the same damage each round, as if concentrating on a spell, or until the target breaks the grapple. Undead Weakness: As a Vampire Fledgling, you have resistance to necrotic damage and vulnerability to radiant damage. 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. Languages: You can speak, read, and write Common and one other language of your choice. 3

Siren Traits All Sirens share these traits. Ability Score Increase: Your Charisma score increases by 2, and your Intelligence increases by 1. Age: Sirens reach maturity at 30, and typically live to about 200. Alignment: Most Sirens are chaotic neutral. Size: Sirens range from 4 to 5 feet on average. Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 45ft. Siren's Song: Once per long rest, you can use your action to attempt to charm a humanoid within 30ft of you. The target must make a Wisdom save (using your charisma spellsave DC), or be enthralled by you. While enthralled, the target must use all of their movement to get closer to you, and cannot make an attack against you. The enthralled target can make another save at the end of each of its turns to break the charm. You may use this trait twice at Level 10, and three times at 20th Level. 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. Languages: You can speak, read, and write Common and Aquan. Ghost Traits All Ghosts share these traits. Ability Score Increase: Your Wisdom score increases by 2, and your Constitution increases by 1. Age: Ghosts remain whatever age they were when they died. Alignment: Most Ghosts are lawful neutral. Size The Ghost remains whatever height is typical of the race of it's past life. Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a flying speed of 30ft. Bloodless: You are immune to poison damage and the poisoned condition. Incorporeal Nature: Taking advantage of your ethereal form, you may move through objects and creatures as if they were difficult terrain. Ending your turn in a square occupied by an object or creature causes you to be pushed to the nearest unoccupied square and take 1d10 force damage. 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. Languages: You can speak, read, and write Common and one other language of your choice. 4

Slime-Folk Traits All Silme-Folk share these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Constitution increases by 1. Age: Slime-Folk mature at 3, and live to about 20. Alignment: Most Slime-Folk are neutral or neutral good. Size: Slime-Folk range from 3 to 4 feet on average. Your size is Small. Speed: Your base walking speed is 25 feet. Amorphous Form: As a Slime-Folk, you are able to squeeze yourself into small spaces. You can move through the space of any creature that is of a size larger than yours. Additionally, you can squeeze yourself into any space that is at least 1ft by 1ft. Acidic Nature: You are immune to acid damage. Slippery Talent: You can cast Grease once per long rest. Languages: You can speak, read, and write Common and Undercommon. Flesh Golem Traits All Flesh Golems share these traits. Ability Score Increase: Your Strength score increases by 2, and your Intelligence increases by 1. Age: Flesh Golems are typically created as adults, and on can live another 30 to 40 years. Alignment: Most Flesh Golems are lawful or neutral evil. Size: Flesh Golems range from 5 to 7 feet on average. Your size is Medium. Speed: Your base walking speed is 30 feet. Inhuman Strength: You have proficiency in Strength (athletics). More Than a Man: You are immune to disease, and have advantage on saving throws against poison. 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. Languages: You can speak, read, and write Common and two other language of your choice. Zombie Traits All Zombies share these traits. Ability Score Increase: Your Constitution score increases by 2, and your Charisma decreases by 1. Age: Zombies do not age, but the reanimated dead can "live" again for upwards of 10-15 years. Alignment: Most Zombies are neutral evil. Size: Zombies are whatever height is typical of the race they were in life. Your size is Medium. Speed: Your base walking speed is 30 feet. Bite: You can use an action to attempt to bite a living creature within reach. This bite deals 1d4 piercing damage. The target must make a DC10 Constitution save, or be infected with the Lurching Contagion disease. Lurching Contagion: Creatures infected with this disease make a DC10 Constitution save every hour, and are cured upon success. If a humanoid infected with Lurching Contagion disease dies, they are ressurected in 1d4 hours as a Zombie. 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. Languages: You can speak, read, and write Common and one other language of your choice. Additionally, you can communicate simple ideas and concepts with other undead creatures capable of speech, even if you do not share a language. 5

Ogre Traits All Ogres share these traits. Ability Score Increase: Your Strength score increases by 2, and your Constitution increases by 1, but your Intelligence decreases by 1. Age: Ogres mature at 8, and live to be about 50. Alignment: Most Ogres are chaotic evil. Size: Ogres are usually between 8 and 10ft tall. Your size is Large. Speed: Your base walking speed is 30 feet. Brute Strength: You have advantage on grapple checks, and strength checks made to lift or move heavy objects. Ogre's Rage: Once per long rest, you can enter an Ogre's Rage. During this rage, which lasts for one minute, you have advantage on all melee attacks, but all attacks against you also have advantage. Languages: You can speak, read, and write Common and Giant. Ogrillon Traits All Ogrillons share these traits. Ability Score Increase: Your Strength score increases by 2, and your Intelligence increases by 1. Age: Ogrillons mature at 15, and live to be about 60. Alignment: Most Ogrillons are chaotic neutral. Size: Ogrillons are usually between 6 and 7ft tall. Your size is Medium. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Menacing Presence: You have proficiency in Charisma (Intimidation). Brutish Strength: When you roll a 1 on an attack roll using Strength, a Strength ability check or saving throw, you can reroll the die and must use the new roll. Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common and Giant 6

Yochlol Traits All Yochlol share these traits. Ability Score Increase: Your Intelligence score increases by 2, and your Charisma increases by 1. Age: Yochlol do not age, but in their Drow form appear as mature adults. Alignment: Most Yochlol are chaotic evil. Size; Yochlol are usually between 6 and 7ft tall. Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a climbing speed of 25ft. Shapechanger: You can use your action to polymorph into a Drow, or Giant Spider using this trait. You regain the ability to do so when you finish a long rest. Other than your Size and Speed, you keep your statistics in each form. Any equipment you are wearing or carrying isn't transformed with you, and may suffer damage if you transform into a different form. If you are transformed you may decide to revert to your true form without expending this ability. You revert to your true form if you are incapacitated. Innate Spellcasting: You can cast Web once per long rest. 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. Languages: You can speak, read, and write Common, Undercommon, and Infernal Myconid Traits All Myconids share these traits. Ability Score Increase: Your Wisdom score increases by 2, and your Constitution increases by 1. Age: Myconids reach maturity at 3, and on average live to about 25. Alignment: Most Myconids are lawful neutral. Size: Myconids are usually between 4 and 6ft tall. Your size is Medium. Speed: Your base walking speed is 30 feet. Pacifying Spores As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus, or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success. You regain use of this trait once you have completed a long rest. Sunlight Sensitivity: While in sunlight, the Myconid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 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. Languages: You can speak, read, and write Common and Undercommon. 7

Imp Traits All Imps share these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Charisma increases by 1. Age: Imps do not age. Alignment: Most Imps are lawful evil. Size Your size is Small. Speed Your base walking speed is 25 feet, and you have a flying speed of 40ft. Shapechanger: You can use your action to polymorph into a rat (speed 20ft.), spider (20ft, climb 20ft), or raven (20ft, flying 60ft) using this trait. Your statistics remain the same in each form, except for the speed changes noted. You regain the ability to do so when you finish a long rest. Without wings, you lose your flying speed. Any equipment you are wearing or carrying isn't transformed with you, and may suffer damage if you transform into a different race. If you are transformed you may decide to revert to your true form without expending this ability. You revert to your true form if you are incapacitated. Devil's Sight: You can see through magical darkness. 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. Languages: You can speak, read, and write Common and Infernal Illithid Traits All Illithids share these traits. Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom increases by 1. Age: Given the... strange nature of an Illithid's creation, they are mature upon creation and on average live to about 80. Alignment: Most X are neutral evil. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Mind Blast: As an action, you can magically emit psychic energy in a 15-foot cone. Each creature in that line must make an Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can't use it again until you complete a short or long rest. Telepathy; You can communicate telepathically with any creature that knows a language within 30 ft. Extract Brain: As an action, you can attempt to grapple a target. While grappled, you deal 1d4 piercing damage per turn maintaining the grapple. if the damage would reduce the creature to 0 hit points, you may choose to kill the target by extracting and devouring its brain. 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. Languages: You can speak, read, and write Common, Deep Speech, and Undercommon. 8

Bat-Folk Traits All Bat-Folk share these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence increases by 1. Age: Bat-Folk reach maturity at 10, and on average live to 60. Alignment: Most Bat-Folk are neutral good. Size: Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a flying speed of 40ft. Echolocation: You have blindsense in a 10ft radius. Piercing Shriek: As an action, you can choose to let out a shrill noise. All creatures within 30ft must make a Constitution saving throw, with a DC equal to 8 plus your Constitution modifier plus your proficiency bonus, or be deafened for 1 minute. You can use this ability once per long rest. Sunlight Sensitivity: While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 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. Languages: You can speak, read, and write Common and Undercommon. Harpy Traits All Harpies share these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Charisma increases by 1. Age: Harpies reach maturity at 15, and on average live to 200 Alignment: Most Harpies are chaotic evil. Size: Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a flying speed of 40ft. Enchanting Song: You have proficiency in any Charisma (Performance) checks made to sing. Innate Spellcasting: You can cast Charm Person and Dissonant Whispers once per long rest. 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. Languages: You can speak, read, and write Common and Auran Living Armor Traits All Living Armor share these traits. Ability Score Increase: Your Strength score increases by 2, and your Constitution increases by 1. Age: Living Armor does not age. Alignment: Most Living Armor are neutral. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor. Armor Maketh Man: As a set of armor, your base AC is equal to whatever kind of armor you are + your dexterity. This restricts what kind of equipment you can wear to whatever will fit over top your armor. Mendable: When the mending spell is cast on you and you have 0 hit points, you become stable. 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. Languages: You can speak, read, and write Common and once other language of your choice. 9