Mogma (5e Race)

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Caution - Here there be monsters!
This material makes a character capable of virtually unrestricted movement below ground or through terrain or other solid barriers. Obstacles and traps reliant on physical boundaries of earth/stone, or the assumption that the character travels across the surface and must climb to access a higher location, may not be significant challenges to a character of this race. Unless carefully considered, this content could derail a campaign.

A mogma will often stand and even walk with its arms,
which are considerably more powerful than its legs.



As mole-like humanoids, mogma spend much of their time burrowing underground, and the white fur that covers their bodies is frequently covered in dirt. Most mogma have very broad shoulders and powerful chests, but a narrow waist and dainty legs. A typical mogma uses its legs so infrequently that they are nearly vestigial.

Because a mogma's arms are so long and powerful in proportion to the rest of its body, it is able to walk upon them entirely—heaving its legs and rear end off the ground to "stand" on its palms. Rarely does a mogma stand, however, as it spends almost all its time sitting, burrowing with its powerful arms, or with its body half-submerged underground. Every mogma has a thick cylindrical tail it can sit on like a stool, and a mogma will almost always sit in this manner when it remains in one spot above ground for more than a few moments.

As mammals, mogma are a sexed race, but females make up a minority. A mogma can give birth in small litters under a dozen, and only a handful of those born live to be adults. Any mogma reaches adulthood in its early or mid teens, and rarely lives more than a century.


Mogma are most often found in areas of prime burrowing earth: dirt thicker than soil, but softer than solid rock. They are known to have only small populations, and gatherings of mogma are quite sparse.

As a whole, mogma have a notorious tendency towards curiosity and greed. They have a compulsory nature to hunt for treasure, which usually takes the form of rupees, gemstones, or magic items. Good-natured mogma take the initiative of hunting for such valuables buried underground or in ruins, which is usually aided by their tremorsense capability. Evil-natured mogma steal their treasures from others, and may even kill innocents for particularly enticing valuables. In either case, a mogma has little need for what it acquires—instead choosing to hoard most if not all the treasure it comes across. A mogma often sacrifices its own safety and well-being in pursuit of such treasures.

As many mogma spend most of their lives wandering in search of treasure, they are often highly individualistic. Each tends to only have loose ties to friends and family, but relatively strong bonds to coworkers or business partners.

Mogma Names[edit]

Most mogma names are gender-neutral. Almost every mogma name is a variation on a mineral, gemstone, or metal.

Examples: Bronzi, Cobal, Guld, Kortz, Ledd, Merco, Tubert, Nackle, Plats, Silva, Tyto, Zanc

Mogma Traits[edit]

A mogma is usually most comfortable
with its lower body submerged in a burrow.

These mole men, with their powerful upper bodies, burrow through dirt and sand at incredible speed.
Age. Mogma reach adulthood in their mid teens, and usually live to an age between 60 and 100.
Alignment. Mogma are somewhat greedy, and don't meld well into overly structured society. They tend towards chaotic neutral.
Size. Unless it stands upright on its feet, a mogma has a height of about 5 feet. Your size is Medium.
Speed. You have a base walking speed of 25 feet and a climb speed of 25 feet.
Claws. Your unarmed strike inflicts slashing damage equal to 1d4 + your Strength modifier.
Tremorsense. You have tremorsense out to a range of 10 feet. Your tremorsense can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures
Dig. As an action, you can gain a burrow speed equal to your base walking speed until the start of your next turn. While burrowing, you can move through sand, earth, mud, or ice, but not solid rock. When you use this action, you cannot attack or cast a spell until the start of your next turn.
Nose for Treasure. You are always considered proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.
Languages. You can speak, read, and write both Common and Goro.

Random Height and Weight[edit]

Base Height Height Modifier Base Weight Weight Modifier
5′ 6" +2d8 130 lb. × (2d6) lb.

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