TEXT: Tales of Lost Races
  
  Bullywug.......................................... 1.
  Changeling....................................... 3.
  Darfellan.......................................... 5.
  Derro................................................ 7.
  Dromite............................................ 9.
  Fey’ri............................................... 11.
  Gnoll............................................... 13.
  Gnoll............................................... 13.
  Half-Oni.......................................... 15.
  Kitsune........................................... 17.
  Minotaur......................................... 19.
  Miong’Shee..................................... 21.
  Narr’Fer........................................... 23.
  Nezumi............................................ 25.
  Satyr................................................ 27.
  Satyr................................................ 27.
  Shifter............................................. 29.
  Volodni............................................ 31.
  Vryloka............................................ 33.
  Weirdling......................................... 35.
  Xirti................................................. 37.
  Zarashrin......................................... 39.
  Ettineed (Special race meant for 2 
  Ettineed (Special race meant for 2 
  players)............................................ 41.
  Art Credits....................................... 43.
  Table of Contents
  Hello everyone, first of all thank you so 
  much for taking your time and reading 
  this compendium of races. Most of these 
  races where reimagined races from either 
  old d&d edittions or pathfinder or I was 
  just inspired by character art I saw and 
  made the race up from that. Weirdlings 
  are an exception, someone already 
  are an exception, someone already 
  though of that race but everything that 
  can be found is an image on google 
  search that leads to a 4chan forums and 
  even there it’s not an original post. So 
  wherever you are creator of the 
  weirdlings thank you and hope you don’t 
  mind that I’ve added a story to the race 
  mind that I’ve added a story to the race 
  and modified some abilities. Once again 
  thank you all for reading this compendi-
  um it already means a lot!
  Introduction
  43
  
  what else is there in the world apart from 
  the one they ran from. Once they let dow 
  their guard they can be very loyal friends. 
  They are open to everything new and 
  can’t help but grab, inspect and be 
  amazed at the must mundane things 
  since they grew up in such a closed 
  community.
  community.
   Bullywugs are always open to new kinds 
  of food, althou they don’t really know 
  when to stop. It can be vary hard to sit at 
  the same table with your bullywug friend 
  as he gorges uppon plates and plates of 
  food while not minding that not every bit 
  falls into their mouth.
   Bullywugs, also, are very fond of alcohol 
   Bullywugs, also, are very fond of alcohol 
  althou they can’t drink a lot of it, their 
  bodies simply can’t stand the stuff, but 
  that doesn’t prevent them from grabbing 
  every chance for a good drink. A bullywug 
  who drinks too much can even fall into an 
  alcohol induced coma,
   Bullywugs are described as large bipedal 
  frogs. They are usually shorter than a 
  human, with leathery skin and webbed 
  digits. They are very good jumpers, and 
  can jump to far distances. The average 
  bullywug is about the size of a human but 
  they usually slouch and walk with band 
  knees ready to jump so they appear half 
  knees ready to jump so they appear half 
  their size. A bullywug had to immerse 
  itself or be covered in water once per day 
  or suffer dehydration. Bullywugs come in 
  as much varieties as frogs do, it doesn’t 
  give them any special abilities but some 
  tribes tend to be hostile towoards others 
  of their own kind based on their physical 
  of their own kind based on their physical 
  characteristics.
   Bullywugs live in primitive groups, hunt-
  ing and fishing together. The hierarchy is 
  based on strength, with the strongest 
  being the leaders. They usualy look at the 
  female members of their race as nothing 
  more than egg producing necessities. So 
  it is to no surprise that bullywugs that 
  leave such societies are mistrusting of 
  leave such societies are mistrusting of 
  others thinking everyone just wants to 
  dominate them. They tend to avoid big 
  cities since their kind is not welcome in 
  “wellmanered” society, rather they bully-
  wugs tend to travel the world and see 
   Mershent was tending to her grove, 
  making sure no strangers come on the 
  sacred grounds and that the poppies always 
  blume. She was always gratefull that the 
  Druids of this forest have accepted her 
  despite her heritage althou, while despising 
  despite her heritage althou, while despising 
  the tribe she ran from, she did miss the 
  swamp wet air, especially in this dry weath-
  er.
   With an elegant wave of her hand she 
  makes water appear in the bota bag on her 
  hip and than carefully continues to moist 
  her skin.
   A flock of birds suddelnly shoots out of 
  the nearby trees, her pupils narrow as she, 
  with a quick leap dieappears in the 
  distance.
  distance.
  1
  
   Bullywugs are born as tadpoles from 
  eggs and are never given names at birth 
  since they fight for survival with their 
  hundreds of brothers and sisters of which 
  only a dozen or so live to see full 
  adulthood. At that point they choose their 
  adulthood. At that point they choose their 
  own names. Bullywug names usually have 
  a lot of tongue twisters that are hard to 
  pronounce for other races.
  Male Names: Grugrtrnos, Horgrlkash, 
  Kerrmshugg, Buhbkmob, Quaffodrun...
  Female Names: 
  Female Names: Begratirrha, Kertrukd, 
  Mershent, Swumpiffk, Quaggrroko...
    Your bullywug has a number of traits 
  that are common with their kind.
  Ability Score Increase: Your Constitution 
  score increases by 2, and your Strength 
  score increases by 1.
  Age: 
  Age: Bullywugs mature faster than 
  humans going from tadpole to an adult in 
  2 years. They live short lives, a bullywug 
  of 30 years is considered ancient.
  Alignment: 
  Alignment: Bullywugs that stay in their 
  tribes tend to be evil and the ones that 
  run away from such communities tend to 
  be neutral but they always tend to be cha-
  otic, either seeking power to rule in 
  strenght or have a distain for any system 
  where they are ruled over by someone. A 
  good bullywug is not unheard of.
  good bullywug is not unheard of.
  Size: Bullywugs tend to be human sized, 
  about 5 feet, but because their tendancy 
  to be slouched  and since their knees are 
  bent at all times ready to jump they 
  appear of smaller size. Your size is 
  Medium.
  Speed: A bullywugs walking speed is 30 
  feet and their swimming speed is 40 feet.
  Amphibious: You can breathe air and 
  water but once every 24 hours a bullywug 
  must cover itself in water or else suffer 
  suffocation.
  Speak with Frogs and Toads: The 
  bullywug can communicate simple con-
  bullywug can communicate simple con-
  cepts to frogs and toads when it speaks 
  in Bullywug.
  Swamp Camouflage: The bullywug has 
  advantage on Dexterity (Stealth) checks 
  made to hide in swampy terrain.
  These Leggs Where Made for Jumping: 
  Bullywug's can jump up to 30 feet of 
  distance and 10 feet in hight.
  Languages: Common, Bullywug 
  (Bullywugs spoke their own language of 
  croaks, staccato notes, and clicks)
  2
  
  each new community.  In general, change-
  lings are prudent and cautious, 
  preferring to take risks only when they 
  feel that their chances of success are 
  good or the payoff is worth it. They appre-
  ciate the fi ner things in life and take 
  great pleasure in the comforts of a 
  wealthy lifestyle when they can obtain it. 
  They avoid direct confrontation, 
  preferring stealthy strikes and hasty 
  retreats whenev er possible. In conversa-
  tion, they are soft-spoken but have a gift 
  for drawing out more information than 
  the other party intends to reveal.
   Lacking a culture or a civilization to call 
  their own, changelings adopt other races’ 
  societies. They seek out communities  that 
  have values and interests that parallel
  People 
  without a 
  Country
  Although changelings can adopt any 
  persona, most rely on a few established 
  persona, most rely on a few established 
  guises, each with a developed history and 
  a network of friends and acquaintances. 
  These guises provide a changeling with 
  backup identities should one persona 
  become compromised. A changeling who 
  travels frequently might change identities 
  from town to town, swappinggenders, ap-
  from town to town, swappinggenders, ap-
  pearances, and voices to blend in within
  Prudent 
  and 
  Cautious
   As shape changers, changelings can 
  appear to be members of any humanoid 
  race, playing the part of a dwarf one day
  and a hobgoblin the next. This propensity 
  and a hobgoblin the next. This propensity 
  for disguise leads people to distrust 
  changelings, so most keep their true 
  nature hidden. In true form, a changeling 
  has a startling yet vague appearance. A 
  changeling’s skin is uniformly pale with 
  white or light gray tones. Its oversized 
  eyes are often sunken in dark rings, be-
  eyes are often sunken in dark rings, be-
  tween which lies a subtle nose. Change-
  lings are slender, bordering on frail. 
  Their hair tends to have light coloring 
  with hints of blue, green, and even pink; 
  pale silver is the most common hair 
  color, followed by platinum and blond.
  Aside from the hair on their heads, 
  changelings have little or no hair.
   Lord Garrus was preparing to retire for the 
  evening, in his bedroom Precila his favorite 
  concubine for 10 years now waited for him. 
  She was the only person he really trusted, 
  with her guile and his power, as the master 
  of one of the Host Towers of Luskan, they 
  where unstoppable. Garrus entered the room 
  to see Precila waiting for him in a night 
  to see Precila waiting for him in a night 
  gown he bought for her a few days ago. As 
  the two embraced eachother, she leaned in to 
  kiss him. A knife slipped across Precilas 
  neck, Garrus whispered “For the children of 
  Longhome”. After a few minutes Precila left 
  the room and said that no one is to enter 
  and disturb the Lord. As the day dawned 
  and disturb the Lord. As the day dawned 
  people of Luskan could see Lord Garrus 
  hanging off the window of his Host Tower.
  Changeling
  3
  
   Changeling names are usually monosyl-
  labic and seem to other races more like 
  nicknames than proper names. In fact, 
  changelings collect names and may go by
  entirely different names in different 
  social circles. They make no distinction 
  between male and female names. For a 
  changeling to reveal their true name to 
  anyone means that they trust that person 
  with their life.
  Changeling Names: Bin, Dox, Fie, Hars,
  Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, 
  Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, 
  Yug...
  Changeling Names
  Changeling Traits
    Your changeling has a number of traits 
  that are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Dexterity 
  score increases by 1.
  Age: 
  Age: Changelings reach maturity at about 
  fifteen years of age, and they live about 
  as long as humans do.
  Alignment: Changelings of all alignments 
  exist, but most gravitate toward the 
  neutral alignment. They focus on their 
  neutral alignment. They focus on their 
  own concerns without any meaningful 
  regard for laws or morals. Many have 
  their own code of honor but are also 
  fiercely independent.
  Size: Changelings usually range from 5 to 
  6 feet. Your size is Medium.
  Speed: 
  Speed: Your base walking speed is 30 
  feet.
  An Eye for Details: You gain advantage 
  on Dexterity (Perception) checks when 
  noticing physical features of a creature.
  Duplicity: You gain proficiency in the 
  Charisma (Deception) skill. 
  Shapeshift: 
  Shapeshift: At will, as an action you can 
  change your physical appearance to any 
  humanoid form (Of any gender or race, 
  your weight does not change, your size 
  can vary 1 foot of your true size and the 
  changelings attributes do not change). It 
  takes 5 minutes for the transformation 
  process to be complete, during that time 
  process to be complete, during that time 
  the changeling is considered incapacitat-
  ed. In the case of a changelings death, 
  their form will revert to their 
  original form in 24 hours after their 
  death.
  Languages: Common, Two more 
  Languages of your choice
  their own.In a way, changelings are para-
  sitic in their relationships with other 
  races. Rather than constructing grand civ-
  ilizations and sweeping edifices devoted
  to their people, changelings are content 
  to treat the works of other races as their 
  own. Their willingness to identify with a 
  variety of societal structures is vital to 
  maintaining their false identities. For 
  most changelings, the arts, customs, and 
  practices they uphold are more than tools 
  to reinforce their identities. These 
  to reinforce their identities. These 
  aspects of society and culture are a part 
  of their beliefs and values, just as they 
  are for other members of their adopted 
  communities.
  4
  
  ones that where well hidden and never 
  found.
   No matter if they are part of a hidden 
  isolated village or lone wanderers the 
  isolated village or lone wanderers the 
  Darfellan hold deep resentment towoards 
  the so called civilised races of men and 
  have a deep distain for what they see as 
  fake morality. Darfellans tend to brood on 
  the tragic history of their race, regarding 
  it with equal parts pride and sorrow. They 
  either show their resentment openly or 
  either show their resentment openly or 
  cover it with pride and dignity showing 
  they are better than those who believe 
  themselves to be “civilised”. The Darfel-
  lan are one of the rare races that worship 
  no gods, they believe the gods have 
  turned their backs on them since all of 
  their prayers went unanswered, and so in 
  turn they have turned their backs on 
  those cruel gods.
   The darfellans were once a peaceful race 
  of hunter-gatherers who lived among the 
  surf and sea stacks of forbidding 
  coastlines. Then the first explorers 
  discovered them. Human greed was 
  discovered them. Human greed was 
  always boundless and those pioneers 
  looking for wealth in unexplored lands 
  saw opportunity in the friendly giants 
  they encountered. In a matter of a few 
  years the Darfellan population was deci-
  mated by slavery and forced labor diving 
  for pearls and dying form exhaustion 
  for pearls and dying form exhaustion 
  from malnourishment. The only Darfellan 
  villages that still exist to this day are the
   A typical darfellan has a hulking, muscu-
  lar build with a broad back, powerful 
  arms, and a wide neck and head. A darfel-
  lan’s most striking feature is his or her 
  jetblack skin, glossy and hairless, broken 
  by varied white markings. The size, 
  shape, and location of the white areas dis-
  tinguish family groups and quickly 
  identify an individual’s heritage to other 
  darfellans and those who know how to 
  read darfellan markings. Occasionally
  individuals are born who are entirely 
  black or, much more rarely, wholly white. 
  Such births are always seen as 
  portentous, and the children are destined 
  to hold positions of importance among 
  the people—whether they are so inclined 
  or not. The appearance of an entirely
  white darfellan is taken as a sign of great 
  white darfellan is taken as a sign of great 
  events, and the people’s history is filled 
  with stories of the upheavals that fol-
  lowed such births.
   “Too long have our people lived in fear! Too 
  long have we cowered and hid ourselves 
  from those who would see us destroyed! And 
  for what?! Because they fear us! Too long 
  have we been pray to the so called lords and 
  ladies of civilised lands! We are now the 
  hunters and our pray will lament the day 
  they thought of making Darfellan their 
  they thought of making Darfellan their 
  pray!” Some cheered chief Aqualis speech, 
  others quietly left the village that night, 
  but one thing was sure, change has come to 
  the Darfellan people.
  5
  
   Darfellan names are Aquan in origin, 
  since the sea is everything in the darfel-
  lan culture children are given names that 
  will have meaning to the inhabitants of 
  the sea.
  Male Names: Akilu, Ekitilooit, Keitilili,  
  Ootiliktik, Shooki’alui, Silooti’oo, Weili-
  lkoo...
  Female Names: Aquoll’ella, Fee’itii’qua, 
  Likiki’ta, Shilluki’manua, Xiloony’rakka...
    Your darfellan has a number of traits 
  that are common with their kind.
  Ability Score Increase: Your Strength 
  score increases by 2, and your Wisdom 
  score increases by 2.
  Age: 
  Age: Under normal circumstances, a 
  healthy darfellan can live upwards of 90 
  years, and some isolated communities 
  have elders far older.
  Alignment: Darfellans tend to be chaotic 
  viewing most laws in human dominated 
  societies as nothing more than 
  hypocrisies.
  hypocrisies.
  Size: Darfellan tend to be around 6 feet 
  high.
  Speed: Your base walking speed is 30 
  feet. Your Swimming speed is 40 feet.
  Hold Breath: Darfellans can hold their 
  breath up to 15 minutes.
  Born Fishermen: 
  Born Fishermen: Darfellans learn to fish 
  as soon as they learn to walk. You gain 
  proficiency with the Spear and Net.
  Darkvision: The ocean depths are dark 
  and your eyes have adapted to that 
  darkness. You can see in dim light within 
  darkness. 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.
  Powerful Build: You count as one size 
  larger when determining your carrying 
  capacity and the weight you can push, 
  capacity and the weight you can push, 
  drag, or lift.
  Languages: Common, Aquan
  6
  
   The patron deity of the derro is Diirinka, 
  a horrible and cruel deity who may have 
  been responsible for their creation. His 
  symbol was a spiral of gray, black, and 
  white in a shape of a horrible grin. It 
  does not matter if a derro is a part of a 
  bigger derro society or a lone wonderer 
  on the surface, all derros fear Diirinka 
  on the surface, all derros fear Diirinka 
  but very few actually worship him. Those 
  few who devote themselves to Diirinka 
  are known collectively as the Touched 
  who usually rule over Derro citys and 
  communities,  other derro follow them 
  fanatically, fearing that to disobey them 
  is to invite the wrath of Diirinka upon 
  themselves. So it comes to no surprise 
  that some derro decide to run away from 
  such societies and try their luck on the 
  surface.
  documentation since the writting is so 
  incomprehensible than even other derro 
  don’t understand them 100%. 
   The Derros minds are plagued by mad-
  ness from the moment they are born. It is 
  ironic that they are the most creative and 
  intelligent beings in the known world. If 
  not for their racial madness the Derro 
  would rule the world. Some inventions 
  like the repater crossbow and the sextant 
  where of derro origins. One of the found-
  where of derro origins. One of the found-
  ers of the Artificer Academy was a Derro.
  Individual derro are as unpredictable and 
  chaotic as their society. Irreversibly mad 
  by virtue of their heritage, many derro 
  also develop additional mental disabili-
  ties and afflictions. Schizophrenia and 
  multiple personalities are very common, 
  and some derro are born so horribly 
  psychotic that they don't survive through 
  their first year. Their madness has also 
  prevented them from having any kind of
   Derros appear like some demented form 
  of short folk standing three foot high, 
  similar to a halfling or gnome twisted 
  similar to a halfling or gnome twisted 
  into a horrible new form. Their skin is a 
  pale, sickly bluish, purpleish or black 
  color. They have milky eyes with barely 
  noticable light gray pupils that are never 
  focused on one spot for long. A derro's 
  hair is coarse, greasy, and almost always 
  some shade of white, though a few individ-
  some shade of white, though a few individ-
  uals have grey or even black hair. Few 
  have actual beards, but their mustaches 
  can grow to ridiculously long lengths that 
  can hang well past their chin. 
   “The villagers seemed reluctant to give us 
  information when we asked for the local 
  alchemist, a child told us, after being 
  alchemist, a child told us, after being 
  bribed with some sweet bread that there is 
  an alchemist on the outskirts of town. He 
  said and I quote ”Mr. Xiirt is a strange 
  one, mommy says to stay away from 
  him...”. People tend to be racist in these 
  parts. As we entered the alcemists house, as 
  soon as he saw us, a small, dark skinned, 
  soon as he saw us, a small, dark skinned, 
  white haired, milky eyed man exclaimed 
  “WelCOMe! wELcomE to XiIrts EmporIUm, we 
  HaVe SalvES, PotIOns, ConCoctioNs MADe for 
  MaSs deSTRuctION and AROmaTherAPY!”, that 
  is when our troubles began...”
  7
  
   Derro give their children names in the 
  heat of the moment, be it a moments in-
  spiration, fling of madness or the first 
  thing they see, names mean little to a 
  derro.
  Male Names: Arkrrix, Bucket, Kerdixx,  
  Othiluuk, Shishkaboob, Weirilingo, 
  Xilizx, Zerggruth...
  Female Names: Alamalaa, Bananana, 
  Quora, Rilixia, Tirikka, Wargirx, Xirxa...
  Alignment: Derro are allways and above 
  anything insane which makes them 
  always Chaotic. They think them selves 
  above such petty concepts as good and 
  evil, a reasoning of such thinking althou 
  is mostly not present as they are quite 
  mad.
  Size: 
  Size: Derro are of small size from 3 to 4 
  feet with slender limbs. Your size is 
  Small.
  Speed: Your base walking speed is 30 
  feet.
  Genius Intellect: Derro rolls all Intelli-
  gence based skill checks with advantage.
  Profound Madness: The madness of a 
  derro runs deep, derro are immune to all 
  mind altering magic.
  Superior Darkvision:
  Superior Darkvision: The derro are born 
  into the darkness of the Underdark as 
  other races there the darkness is where 
  they feel at home. You can see in dim 
  light within 120 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.
  darkness, only shades of gray.
  Sunlight Sensitivity: You have disadvan-
  tage on attack rolls and on Wisdom (Per-
  ception) checks that rely on sight when 
  you, the target of your attack, or whatever 
  you are trying to perceive is in direct 
  sunlight.
  Unfocused: Derro rolls every concentra-
  tion check with a disadvantage.
  NO! You Don’t Understand!: Derro are 
  unable to gain benefit from an ally using 
  Help action.
  Languages: Common, Undercommon and 
  one more language of choice.
   Your derro has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Intelligence 
  score increases by 4 (but not above 20), 
  and your Wisdom is reduced by 3.
  Age: 
  Age: Derro mature quickly, reaching adult-
  hood at around 7 years of age, and can 
  live to see 80.
  8
  
  Consort with male characteristics. Both 
  queen and consort are elected on a yearly 
  basis from a pool of the most prominent 
  city-hive residents. After participating in 
  a special communal ceremony, they take 
  on titular leadership roles and assume 
  their gender characteristics. Their most 
  important responsibili is to provide a 
  important responsibili is to provide a 
  year’s worth of dromite eggs, which hatch 
  in wellguarded nurseries located in the 
  city-hive’s core. Dromites hold their 
  Grand Queen and  Elected Consort in 
  highest regard, almost as if deities. Be-
  cause the Grand Queen and Elected Con-
  sort are almost completely occupied by 
  their responsibility to keep the race popu-
  lous, they rarely make pronouncements 
  as a true leader would, but when they do 
  have something to say about a topic, ev-
  eryone listens. 
   Beneath them are the casts that tougeth-
  er work towoards keeping the hive func-
  tioning. After a dromite matures it is as-
  signed to one of the four casts. 
   The Fire Cast are soldiers, strongest 
  amongst the dromites, their duty is to  
    Dromite city-hives can be found under 
  any land, but are usually secret and have 
  only a few openings to the surface or to 
  some other subterranean location.
  Despite being a sexless society, dromites 
  form close emotional bonds with others
  of their race, especially within the con-
  of their race, especially within the con-
  fines of self-selected groups known as life 
  bonds. These relationships are similar to
  what other races refer to as marriages, 
  but a life bond usually contains more 
  than two members.Each dromite city-hive 
  contains at least one Grand Queen with 
  female characteristics, and one Elected 
  It’s a Hive Life
  Dromites are essentially humanoid in 
  appearance, if a bit thin. Their chitinous 
  skin provides dromites with some protec-
  tion against injury. Dromites have no 
  body hair; where a humanoid might 
  possess a head of hair, a dromite has a 
  thin coating of convoluted chitin that 
  smoothly rises from its skin and extends
  down the back of its head, neck, and the 
  rest of its body. Dromites are not fully 
  covered in chitin, but it is noticeable
  on their shoulders, torsos, the backs of 
  on their shoulders, torsos, the backs of 
  their hands, and other vulnerable spots 
  (including their heads). A dromite’s eyes 
  are striking—sparkling, almost 
  luminescent orbs, subdivided into 
  hundreds of tiny cells. Two small anten-
  hundreds of tiny cells. Two small anten-
  nae sprout from its head; they move in ac-
  cordance with the creature’s actions or 
  moods.
   As Pak-ta browsed the markets of 
  Waterdeep, one was fascinated how a 
  society can be so chaotic and yet not 
  collapse on it self. She was covered in a 
  collapse on it self. She was covered in a 
  cape from head to feet of course, just in 
  case. So many individuals, all in a hurry, 
  all without clear purpose... To her eyes this 
  was pure chaos, it fascinated her! While she 
  was admiring how a human was trying to 
  swindle a dark skinned female elf into 
  buying a lump of coal for 1 gold piece, she 
  buying a lump of coal for 1 gold piece, she 
  felt the rustling of her cape. As she turned 
  to catch the thief, Pak-tas cowl fell reveal-
  ing her glistening eyes and white chitin. 
  Pak-ta was in trouble...
  Dromite
  9
  
    Despite the location of their hidden 
  cities, dromites have no particular desire 
  to remain underground, and in fact seem 
  driven to spend at least some time on the 
  surface. Dromites who are curious about 
  life beyond the city-hive have little trou-
  ble securing permission to venture
  forth and seek their fortunes. Unless a 
  city-hive is actively expanding its borders, 
  an excess of population leads to cramped
  quarters. Thus, even the less than willing 
  quarters. Thus, even the less than willing 
  are sometimes pushed out into the world, 
  on a mission not of their choosing. Thus, 
  some dromites may be found living tempo-
  rarily or permanently in a humanoid com-
  munity if it is one that accepts a variety 
  of races. 
  Encouraged
  Indivisuality
  Dromites, when hatched, are chosen from 
  the nurseries by adult dromites who have 
  entered life bonds. The adopted dromite 
  is named by its new “parents” according 
  to the traditions of the life bond. Thus, 
  dromites have a first name and a
  life bond family name.
  First Name: 
  First Name: Chak-tha, Drik-chkit, 
  Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, 
  Ptekwe, Tak-tha, Tik-tik...
  Life Bond Family Names: Adanech, 
  Dedanech, Fanech, Gyalech, Marimech, 
  Massawech, Nikech, Ulech.
  Dromite Names
  Your derro has a number of traits that are 
  common with their kind.
  Ability Score Increase: Your Wisdom 
  score increases by 2, and your Dexterity 
  score increases by 1.
  Age: 
  Age: Dromites mature quickly at the age 
  of 1, and live fairly short lives of about 50 
  years.
  Alignment: 
  Alignment: Dromites come from a tightly 
  organized hive so they are usually lawful 
  but tend toward no other particular align-
  ment, not even neutral. The best and the 
  worst are found among them.
  Size: Dromites stand about 3 feet tall. 
  Your size is Small.
  Speed: Your base walking speed is 30 
  feet.
  Antennae: With the antennae on your 
  head you can sense your surroundings. 
  You have blindsight in a 10 foot area cen-
  tered around you.
  Chitinous Exoskeleton: Your Chitin 
  protects all the vulnerable areas of your 
  body including your entire head. You gain 
  a permanent +1 AC.
  Darkvision:
  Darkvision: Dromite glistening eyes are 
  used to seeing in the low-light of their 
  hive-cities. 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.
  Hive Builders: 
  Hive Builders: Dromites know the Mold 
  Earth Cantrip.
  Languages: Common, Dromite (A series 
  of clicking and whistling noises)
  Dromite Traits
  protect the Hive.
   The Earth Cast are builders, engeneers, 
  hard workers, their duty is to expand the 
  Hive and grow food for the entire 
  population.
   The Water Cast are thinkers, the ones 
   The Water Cast are thinkers, the ones 
  that are tasked with improving the Hive 
  and evolve it.
   The Wind Cast is the smallest of the four 
  but equally important, they are tasked to 
  scout the lands surrounding the Hive and 
  making sure its existance remain secret.
  10
  
  l
  
  Alignment: Fey’ri might not have an 
  innate tendency toward evil, but many of 
  them end up there. Evil or not, an inde-
  pendent nature inclines many fey’ri 
  toward a chaotic alignment.
  Size: Fey’ri range from 6 to 7 feet tall and 
  have slender builds. Your size is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Darkvision: 
  Darkvision: Your elven and demonic heri-
  tage gives you the ability to see more 
  clearly 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 dark-
  ness, only shades of gray.
  Demonic Allure: Fey’ri demonic ancestry 
  in combination grants them an unnatural 
  seductive aura. At 1st level fey’ri knows 
  the Friends Cantrip and at 3rd level they 
  get the ability to cast Charm Person once 
  per long rest.
  Dual Forms: 
  Dual Forms: Fey’ri are able to hide their 
  true nature and at will take the form of a 
  sun elf of the same gender. This form 
  completely hides all characteristic fey’ri 
  traits. After death if the fey’ri was in their 
  sun elf form, their true form is revealed.
  Infernal Resistance: 
  Infernal Resistance: Your demonic heri-
  tage grants you resistance to fire damage.
  Flight: You have a flying speed of 30 feet. 
  To use this speed, you can’t be wearing 
  medium or heavy armor.
  Languages: Common, Elven and Abyssal.
   One of the only reasons the fey’ri houses 
  haven’t been able to muster enough 
  power to rule over the other sun elf 
  houses is ironcally because of the same 
  Abyssal blood they mixed with their own 
  to get power. The succubus and incubus 
  demonic heritage gives them a fierce 
  sense of individuality and a thirst for free-
  sense of individuality and a thirst for free-
  dom. So renegades that run from their 
  homes in pursuit of that same freedom 
  are not uncommon. Those individuals are 
  killed on sight if discovered by loyal 
  fey’ri. Renegade fey’ri views on other 
  races are colored by their families preju-
  dice and they have difficulty dealing with 
  elves other than sun elves. Of all 
  nonelves, they feel the closest to tieflings 
  whom they watch with pitty because they 
  have never felt accepted unlike the fey’ri 
  have.
  Renegades and Freedom
   For all intents and purposes fey’ri have 
  the same nameing system as all other sun 
  elves since they are posing as such. So, a 
  child name is given to them at birth and 
  they choose their own name in addition 
  to their house name once they declare 
  themselves adults somewhere after their 
  100th birthday. Renegade fey’ri tend to 
  100th birthday. Renegade fey’ri tend to 
  change their names once they escape and 
  erase their house name completely.
  Child Names: Ara, Bryn, Del, Eryn, Faen, 
  Innil, Lael, Mella, Naill, Naeris, Phann, 
  Rael, Rinn, Sai, Syllin, Thia, Vall...
  Male Adult Names:  Adran, Aelar, Beiro, 
  Carric, Erdan, Gennal, Heian, Lucan, 
  Peren, Rolen, Theren, Varis...
  Female Adult Names:  Adrie, Birel, 
  Chaedi, Dara, Enna, Faral, Irann, 
  Keyleth, Lia, Mialee, Shava, Thia, Valna...
  Fey’ri Names
  Your fey’ri has a number of traits that are 
  common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Dexterity 
  score increases by 1.
  Age: 
  Age: Fey’ri have the same concept of ma-
  turity as all other elves. They mature  
  physically at the same age as humans but 
  declare themselves as true adults some-
  where around the age of 100, but because 
  of their demon blood a fey’ri can live over 
  1000 years, older fey’ri usually live a 
  secret life.
  Fey’ri Traits
  12
  
  gnolls to her side until, before he cared 
  to notice, Gorellik fell from lesser deity 
  to a demigod. Once he did notice it was 
  too late, Yeenoghu struck at him with all 
  her might and power and instructed her 
  followers to do the same to the gnolls 
  that didn’t bow to her. In one fell swoop, 
  Gorellik was defeated, he only survived 
  Gorellik was defeated, he only survived 
  by invoking Malar and pledging himself to 
  him at the last moment. He is now one of 
  the servants at Malars hunting grounds. 
  Once Yeenoghu was the indisputable lord 
  of all the gnolls she “blessed” the race 
  with her eternal hunger making the 
  gnolls trully her children. Hunger now de-
  gnolls trully her children. Hunger now de-
  fines the race and they feel it always. 
  Only freash raw meat and satiate a gnolls 
  hunger and if they don’t eat in 24 hours 
  they will fall into a frenzy, attacking and 
  devouring even their own kind. A small 
  group of gnolls has rebelled against Yee-
  noghu, fighting this hunger, eating only to 
  survive and trying to find ways to be rid 
  of this curse. Yeenoghu and her followers 
  seak and kill every rebel they can find, 
  they are branded traitors of gnoll kind.
   The lesser deity who created the gnoll 
  race was Gorellik, at the time the god of 
  ferocity, blood and hyenas. The archde-
  mon Yeenoghu saw the potential of these 
  new creatures and what they can become 
  under the right guidance. Yeenoghu 
  offered powerful gifts to any gnoll that 
  would just agree to follow her. Year by 
  year Yeenoghu gained more and more 
   Gnolls were a humanoid race that most 
  closely resemble human-hyena hybrids. 
  Though gnolls were relatively lean for 
  their height, weighing in usually between 
  280 to 320 lbs, they cut an impressive 
  visage. In part because of their height 
  and lean musculature, gnolls were very 
  quickly compared with many other races 
  quickly compared with many other races 
  such as humans. Gnoll skin was green-
  ish-gray, and their furry hide a light or 
  dark brown hue, sometimes marked with 
  spots or stripes. Many gnolls also had a 
  dirty yellow to reddish-gray crest-like 
  mane that stood on end when they were 
  angry. tures found among some of the 
  gnoll bloodlines. These may have includ-
  ed talons, gleaming red eyes, or black fur 
  with fiery orange spots. Female gnolls 
  were indistinguishable from males by 
  size, in spite of a reputation for being 
  shorter. 
   As the old gnoll druid walked out of the 
  hut the band of younger gnolls howled to 
  the sky with their hyena cackles. The old 
  one was well over 25 and the younglings 
  hushed down to listen to his wise words. 
  “Yeenoghu! Thrice be cursed that name! In 
  the ancient time she brought viciousness 
  and hunger to our kind! We ate and we 
  and hunger to our kind! We ate and we 
  grew, like a plague on mother nature! The 
  viciousness and cruelty of our past made 
  us powerfull, made us destroyers, but now 
  we must also prove that we can be strong! 
  Strong to build, to create, to be masters of 
  our own fate!” The young gnolls howled 
  and cheered. “They are hungry...” the old 
  and cheered. “They are hungry...” the old 
  gnoll thought, “We, are always hungry... 
  But we will be slaves to this hunger no 
  longer!”
  13
  
   Gnoll names usually sound like growls to 
  the members of the other races, featuring 
  multiple “r” sounds. They usually take 
  trophy names after their first kill.
  Male Names: Arrnarr, Derror, Remmar, 
  Thrrug, Xarrar...
  Female Names: 
  Female Names: Arrna, Mirrin, Nirrny, 
  Rryssa, Tharre, Zarra...
  Trophy Name: Bloodfist, Greatfang, 
  Faceeater, Kinslayer, Speardeath, 
  Thunderdance...
  Your gnoll has a number of traits that are 
  common with their kind.
   
   Gnolls are natural predators and savored 
  the thrills of the hunt. Many other races 
  have found the gnoll psyche feral and ag-
  gressive, male and female equally, Gnolls 
  start fighting among one another at a 
  very early age and as soon as they can 
  walk, many crawl into places away from 
  the eyes of adults where they engage in 
  the eyes of adults where they engage in 
  vicious, often lethal battles. A gnoll has 
  been more likely to demand answers than 
  it is to actually ask a question. Gnolls, 
  however, would not see this as an act of 
  hostility, but rather a basic demonstra-
  tion of strength. Other gnoll practices 
  might seem equally strange, such as the 
  gnoll propensity for scavenging. At its 
  most basic level, this tendency has lead 
  many gnolls to collect trophies that 
  remind them of past victories, items 
  sometimes grisly though just as often 
  simple and mundane, Gnoll trackers have 
  used this to their benefit, keeping scraps 
  used this to their benefit, keeping scraps 
  of clothing or other objects with the scent 
  of their prey on them, which they have 
  used to point them in the direction of 
  their quarry. Gnolls have placed a very 
  strong value on family for instance, re-
  specting blood ties perhaps more than 
  any other aspect of a relationship. 
  Though gnolls within a pack will common-
  ly fight with each other for dominance, 
  these battles are quickly forgotten after 
  their resolution, and in most situations, 
  gnolls of the same bloodline are loyal 
  friends and allies to one another. These 
  bloodlines have almost always traced 
  maternally, through the female line.
  Ability Score Increase: Your Strength-
  score increases by 2, your Constitution 
  score increases by 2 and your Charisma 
  score is reduced by 3.
  Age: Gnolls had very short lifespans 
  when compared with other sapient hu-
  manoids, living only 30 or so years on av-
  erage and maturing to adulthood at a re-
  markable speed. Gnolls did not, however, 
  age particularly dramatically except at 
  the end of their lifespans, at which point 
  the decline quickly ended in their death.
  Alignment: Though gnolls were not neces-
  sarily evil, the craving of the hunt and 
  primal bloodlust that inhabited the gnoll 
  mind have made many of the race lean to-
  wards a chaotic evil alignment by reflex. 
  Renegade gnolls are usually Chaotic 
  Neutral.
  Size: Gnolls were extremely tall, with the 
  average member of the race standing on 
  average between 7 and below 8 feet. Your 
  size is Medium.
  Speed: 
  Speed: Your base walking speed is 40 
  feet while you are barefoot, 25 feet while 
  wearing shoes since gnolls are not used 
  to footwear.
  Darkvision:
  Darkvision: Your predator eyes let you 
  see in the darkness. 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 dark-
  ness, only shades of gray.
  Endless Hunger: Only fresh (1 hour after 
  killing) raw meat can give sustenance to 
  gnolls. If you don’t receive sustenance for 
  24 hours you fall into a frenzy and will 
  kill the nearest living creature and 
  devour it.
  Hyaenidae: 
  Hyaenidae: You have the ability to talk 
  with Hyenas and can communicate and 
  understand other Gnolls using growls 
  and snarls.
  Powerful Jaw: 
  Powerful Jaw: A gnolls jaw can break 
  bones in half with zero effort. As a bonus 
  action you can make a Bite attack dealing 
  1d4 damage. At higher levels the damage 
  increases to 1d6 at 6th level, 1d8 at 12th 
  level and 1d10 at 18th level.
  Language: Common and Abyssal.
  14
  
  is sealed. The poor souls will carry the 
  child for 12 to 13 months after which 
  period the child will violently burst out of 
  their stomachs thus killing their mothers. 
  Most of these children will grow up to be 
  a fully developed oni once they mature at 
  the age of 30. In few rare cases that will 
  never happen and the child will develop 
  never happen and the child will develop 
  into a Half-Oni. This is a great shame for 
  any oni as he is seen as being too weak to 
  produce a fully grown member of their 
  species. Consequencially these half-oni 
  are either killed or exiled to live their 
  shameful existance alone.
   Oni have been known to take human or 
  elven wives since oni females are sterile. 
  Either by seducing them or by trickery. 
  Whatever the case may be the fate of an 
  oni bride is always a tragic one. No 
  matter if they live a good life with their 
  monstrous oni husbands or if they are 
  prisoners, once they get pregnant with 
  prisoners, once they get pregnant with 
  their oni partners the fate of an oni wife 
   The “lucky” exiled oni are almos never 
  welcome in society due to them being 
  larger than any human and the demonic 
  fetures of their father doesn’t help when 
  it comes to socialising. The ones that em-
  brace the hate towoards their kind the
  Unwanted Children
  Bandits, Guardians and 
         Wanderers
   Half-oni were the offspring of an oni and 
  another humanoid creature. They were 
  larger than any human or elf but not as 
  large as their oni parents. Half-Oni 
  usually had tusks portruding out of both 
  usually had tusks portruding out of both 
  their upper and lower lip, horns of all 
  sizes and shapes and jagged teeth. Most 
  half-oni have red skin but some have been 
  seen with blue, white and tan skin.  
    “After my father threw me out of my child-
  hood home, the people of Laiyang took me 
  in as one of their own. A small town held a 
  secret, a dragon egg. The village had a 
  legend that a chosen one, a grat hero, with 
  a dragon mark will be born and after he 
  comes of age the egg will hatch. They gave 
  me the name Riyuk and the sacred duty of 
  me the name Riyuk and the sacred duty of 
  guarding the egg and taking care of the 
  sectert shrine. A home, a name, a purpose, 
  they gave me life.” The great, pale, horned, 
  monstrocity of a man thought to himself 
  as he held the egg close to his chest. “Taka 
  he was named, the boy with the birthmark 
  in a shape of a dragon. He grew to be proud, 
  in a shape of a dragon. He grew to be proud, 
  ambitious, spoiled... I cared for this egg 
  like it was my child. Put my life on the 
  line protecting it many times. He would 
  only use this wonder as a tool...” As he 
  thought that, the egg hatched, a small head 
  of a brass dragon was looking at Riyuk, 
  with the same warmth as a child that would 
  with the same warmth as a child that would 
  look upon at his own mother. As he em-
  braced the wyrmling he whispered “I will 
  not let them take you. I am Riyuk no 
  longer, from today I am Dorobo!” He 
  continued to whisper to the child as his 
  coach continued to the western lands...
  Half-Oni
  15
  
  Half-Oni Names
  Your half-oni has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Strength 
  score increases by 2, and your Charisma 
  score increases by 1.
  Age: Half-Oni reach maturity at 
  the same age the oni do, at the 
  age of 30. They live long lives 
  age of 30. They live long lives 
  up to 350 years.
  Alignment: From their heritage half-oni 
  are drawn to chaotic elements. With 
  their pride and respect for power and 
  wisdom many can become good heroes 
  and friends. Those who can’t let 
  go of their resentment towards 
  go of their resentment towards 
  onis that kicked them out or the 
  other races that shun them, usually tend 
  to lean on the evil side.
  Size: Half-Oni bodies are almost always 
  chiseled and massive, their size ranges 
  from 8 to 9 feet. Your size is Large.
  Speed: 
  Speed: Your base walking speed is 35 
  feet.
  Darkvision: Your demonic eyes let you 
  see in dark places. 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 dark-
  ness, only shades of gray.
  Demonic Resistance: As a half-oni you 
  are resistant to fire damage.
  Large Build: 
  Large Build: Because of your large size 
  you take up a 10 by 10 foot area. You still 
  have a 5-foot reach. You are able to grap-
  ple huge creatures. Your mount must be 
  at least one size larger than you. You re-
  quire four times the food in comparison 
  to humans. When you wield versatile 
  weapon in one hand you deal damage 
  with it as if you were weilding it with 
  both hands. If you use small weapons you 
  do so with disadvantage.
  Oni Magic: You know the Fire Bolt 
  cantrip. Charisma is your spellcasting 
  ability.
  Languages: Common, Abbysal and Jotun 
  (Giant).
  Half-Oni Traits
  most become bandits, usually leaders of 
  their own bands robbing and killing to 
  survive. In rare ocasions a half-oni are 
  accepted in villages as workers on the 
  accepted in villages as workers on the 
  fields, or protectors, monks of various 
  shrines and monasteries will also accept 
  them as they would anyone. The third 
  path a half-oni would usually take is to 
  travel to the west lands where people 
  don’t know much about onis and their 
  nature. They usualy pose as very, very 
  nature. They usualy pose as very, very 
  large tieflings.
   Oni receive their name on the day they 
  officially mature into a full grown oni. 
  Half-Oni never receive a name from their 
  fathers so they are usually given names 
  much later in their life by firends or by 
  themsleves. The names are usually 
  slightly modified words from the native 
  Kara-Tur lands.
  Kara-Tur lands.
  Male Names: Hakku, Dorobo, Kanabo, 
  Kiba, Kodai, Tatsuyo, Tenma, Obaki... 
  Female Names: Hizoka, Hobosha, Kaen, 
  Kira, Toreka, Tsuyoi, Kazi, Ushi, Yami...
  16
  
   Kitsune are wanderers, since their 
  nature of pranking and tricking people 
  they always quickly develop a reputation, 
  and althou their talent for seduction and 
  lying does help them to get out of trouble 
  it gets harder to prank people who are 
  alert to such games. For all their faults, if 
  someone shows kindness to a kitsune it is
  someone shows kindness to a kitsune it is
  That is because they can not help but 
  play tricks and pranks on people. It has 
  been their nature ever since the first kit-
  sune was created. A kitsune will always 
  try and think of a new way to trick and 
  prank unsuspecting victims, for them it is 
  a matter of pride and will gladly share 
  tales of how they succeeded in tricking 
  tales of how they succeeded in tricking 
  their victims. Kitsune pranks are mostly 
  harmless but beware if you make them 
  angry or cause harm to those they love, 
  than they will use all their trickering 
  knowledge to see that you meet the most 
  interesting and painful end.
    It is said that the first kitsune was creat-
  ed by Eshebala the godess of cunning, 
  charm and vanity to solidify her power as 
  a diety. In that matter all kitsune are dis-
  tant relatives to Eshebala and all kitsune 
  worship her. Every child born from a 
  kitsune will be a kitsune, and ofcourse it 
  will always be female. A kitsune is born 
  with one tail as it matures and grows pow-
  erful it can grow up to nine tails. Nine-
  tailed kitsune are reveared as the leaders 
  of their race althou no real social 
  structure exists amongst them. They are 
  natural tricksters and are mistrusted by 
  every living being who has heard of them. 
  Wily   rickters
  Unb reakable Ties
  T
   Kitsune are a race of fey foxes indige-
  nous to Kara-Tur. All kitsune are female 
  and they usually take form of beautiful 
  humanoid females, when they are under 
  attack and their concentration falls they 
  have been known to sprout fox ears and 
  up to 9 tails of red, brown, black or white 
  fur, transforming into their fox form only 
  as a last resort. 
   Minato was getting ready for his formal 
  lunch with the village elders. In his mind it 
  was about time someone noticed his 
  genious. He meticulously adorned his snow  
  genious. He meticulously adorned his snow  
  white ceremonial gi and hakama. He was 
  particularly proud of his white obi with 
  motifs of lung dragons. As Minato walked 
  out of his estate he walked with his hed held 
  up high, being careful not to give any of 
  the filthy peasents the honor of his gaze. 
  As he stepped infront of the elders meeting 
  As he stepped infront of the elders meeting 
  house and opened the door, the slightest of 
  clicks was heard as a bucket full of tomato 
  juice fell on his head. The grand elder took 
  a look at him and said “Minato-san it 
  seems that we have mistaken, perhaps you 
  are still to yound for these meetings, please 
  leave us.” Minato was furious! So much 
  leave us.” Minato was furious! So much 
  that he failed to hear the giggles and to see 
  fox tails at the outer right corner of the 
  elders house.
  Kitsune
  17
  
  Kitsune Fox
  Small fey
  Armor Class 12
  Hit Points 2
  Speed 45 ft.
  STR
  6 (-2)
  DEX
  16 (+3)
  CON
  8 (-1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Acrobatics +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Same languages as it knows in human form 
  Challenge 1/8 (25 XP)
  ACTIONS
  Your kitsune has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Dexterity 
  score increases by 1.
  Age: 
  Age: Kitsune mature when they are at 
  about 40 years of age and can live up to 
  800 years.
  Alignment: 
  Alignment: Kitsune have a low disdain to-
  wards all authority, when that is coupled 
  to their fickle trickster nature, kitsune 
  tend to heavily lean towards the chaotic 
  neutral alignment.
  Size: Kitsune tend to be between 5 and 6 
  feet tall. Your size is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Cunning Mask: Kitsune can magically 
  hide her fox tails and ears so that she 
  looks like a regular human. As soon as 
  the kitsune receives any damage the tails 
  and ears will appear.
  Kitsune Tails: As the kitsune gets more 
  powerful she will grow more tails. At 1st 
  level the kitsune has one tail, it grows a 
  new tail every two levels after that until 
  she has nine tails at the 17th level. A ki-
  tusne can, after a long rest, summon a 
  spark of blue cold flame on top of each of 
  her tails. The flame lights the area of 20 
  her tails. The flame lights the area of 20 
  feet centered on the kitsune. Additionally 
  the kitsune can, as an action, make a 
  ranged spell attack (Charisma as their 
  spellcasting ability) at a creature dealing 
  1d8 of cold damage on a successful hit, 
  Charisma being her spell modifier. If the 
  kitsune has  multiple tails she can target 
  kitsune has  multiple tails she can target 
  as much creatures as she has flames left.
  Natural Trickers: Kitsune have proficien-
  cy in Dexterity (Slight of Hand) and 
  Charisma (Deception) skills.
  True Form: When you are reduced to
  0 hit points but not killed outright, you 
  revert to your true kitsune fox form 
  instead. You revert to your humanoid 
  instead. You revert to your humanoid 
  form only when you are healed or have 
  been knocked unconscious and have suc-
  cessfully rolled death saves. You can’t use 
  this feature again until you finish a long 
  rest.
  Languages: Common and Sylvan.
  Kitsune  raits
   Kitsune are exclusively given names by 
  their mothers in a ritual naming ceremo-
  ny as she invokes the name of their 
  godess. A kitsune will give her true name 
  only if she deeply trusts that person, in 
  all other cases they will usualy have a 
  second name that they will use.
  True Names: Kaiyako, Maoni, Naokonura, 
  Natsuko, Nozomi, Ryuniko, Sachishiri, 
  Tamiko, Yokonuri...
  Fake Names: Ari, Miko, Nara, Shiko, 
  Umeko, Yuki...
  Kitsune Names
  never unrepaid. A kitsune will never leave 
  a debt unpaid, whether because of a per-
  sonal code of honor or because they view 
  it as a weakness it is unknown. If a kit-
  sune falls in love or ows someone her life 
  she will stay in one place, with her loved 
  one or as a protector of a village of her 
  saviour. After a kitsunes lover dies she 
  usually never mates again and continues 
  to wander and play pranks on unsuspect-
  ing targets for the rest of her life.
  T
  18
  
  strength in another way. The minotaurs 
  arrogance stems from a combination  of 
  strength, pride and stubbornness, three 
  virtues they hold dear and which they 
  deem the foundation of their greatness. 
  deem the foundation of their greatness. 
  They believe that this combination of 
  traits is what sets them apart from their 
  rivals. Thus minotaurs do not believe in 
  aristocracy but rule by merit. The mino-
  taurs of the endless wastes are ruled by a 
  great Khan, bellow him are the tribal 
  chiefs. Each and every position in the mi-
  chiefs. Each and every position in the mi-
  notaur goverment body is determined and 
  can by won by a trial of combat. Eevery 
  trial and dispute is also settled the same 
  way. Minotaurs are also not considered 
  adults amongst their kind untill they had 
  their firs kill in the fighting pits.
   Minotaurs embrace the notion that the 
  weak should perish and that the strong 
  must rule. They believe also that they are 
  the strongest. Minotaurs only respect 
  strength, if a minotaur is to call someone 
  his firend he must respect them first 
  which means that they must either beat 
  the minotaur in a fight or prove their 
  the minotaur in a fight or prove their 
  The Rule of the Strong
   A minotaur combines the features of 
  human and bull, with the build and mus-
  culature of a hulking humanoid, but with 
  cloven hooves, a bovine tail, and, most 
  distinctive of all, a bull’s head. Fur covers 
  a minotaur’s upper body, coarse and thick 
  on the head and neck, gradually thinning 
  around the shoulders until it becomes hu-
  around the shoulders until it becomes hu-
  manlike hair over the arms and upper 
  torso. The thick hair turns shaggy once 
  more at the minotaur’s waist and thick-
  ens around the loins and legs, with tufts 
  at the end of the tail and around the pow-
  erful hooves. Minotaurs take pride in 
  their horns, the size, and color may vary 
  from individual to individual. Fur and 
  skin coloring runs from albino white to 
  coal black, though most minotaurs have 
  red or brown fur and hair.
   Arrak looked upon the endless waste, the 
  sea of grass. For his people this was true 
  freedom, to roam the steppe, raid the weak 
  and challenge the strong. But to him it was 
  nothing more than a prison, a prison of an 
  endless never changing cycle. One will 
  never be strong if one does not search for 
  new challenges new enemies to fight... The 
  new challenges new enemies to fight... The 
  pigskins bow their heads and give tribute 
  when they see us comming, even when they 
  resist they are of no challenge. Yakka his 
  blood brother fell in the fighting pit last 
  night. Arrak challenged and killed the 
  champion who took his brothers life, now 
  Yakkas soul is free to roam the sky steppes. 
  Yakkas soul is free to roam the sky steppes. 
  The morning after Arrak left the tribe, he 
  will not let himself rot in this endless cycle 
  of monotony, he will travel to the west, find 
  new challenges and when there are no great-
  er challenges left he will return to change 
  the endless waste under his rule. 
  Minotaur
  19
  
  Your minotaur has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Strength 
  score increases by 2, and your 
  Constitution score increases by 1.
  Age: 
  Age: Minotaurs enter physical adulthood 
  at around the age of 17 and can live up to 
  150 years. 
  Alignment: Minotaurs believe in a strict 
  code of honor, and thus tend toward law. 
  They are loyal to the death and make 
  implacable enemies, even as their brutal 
  culture and disdain for weakness push 
  them toward evil. 
  Size: 
  Size: Minotaurs average at about 8 to 8.5 
  feet and weigh an average of 550 pounds. 
  Your size is Large. 
  Speed: Your base walking speed is 35 
  feet.
  Charging Bull: 
  Charging Bull: When you use your action 
  to Dash, you can use a bonus action to 
  make an attack with your horns, as long 
  as you moved at least 10 feet, that deals 
  1d6 + 5 piercing damage. In addition they 
  must make a strength saving throw (DC 
  is 8 + your strength modifier +  your profi-
  ciency) or be pushed back 10 feet.
  ciency) or be pushed back 10 feet.
  Large Build: Because of your large size 
  you take up a 10 by 10 foot area. You still 
  have a 5-foot reach. You are able to grap-
  ple huge creatures. Your mount must be 
  at least one size larger than you. You re-
  quire four times the food in comparison 
  to humans. When you wield versatile 
  weapon in one hand you deal damage 
  with it as if you were weilding it with 
  both hands. If you use small weapons you 
  do so with disadvantage.
  Languages: Common and one language of 
  your choice.
  Minotaur Traits
  Minotaur clan names originate with a 
  great hero whose descendants take on 
  that name as their  own, doing their best 
  to live up to the ideals of their ancestor.
  Male Names: Arrak, Charbo, Gacho, 
  Jottaekk, Khottogg, Qraqo, Rhann, 
  Yakka...
  Female Names: 
  Female Names: Eyella, Inneqqi, 
  Mithassa, Nillamma, Themi, Shizhanni, 
  Vorra...
  Clan Names: Athak, Bregan, Entragath, 
  Kaziganthi, Lagrangli, Mascun, Orilg, 
  Sumarr, Teskos, Zhakan... 
  Minotaur Names
   For all their cruelty, minotaurs are 
  bound by a powerful sense of honor. Each 
  victory brings greater honor to both indi-
  vidual minotaurs and  their families. 
  Defeat invokes a stain that only death can 
  fully wash away. Honor demands that 
  minotaurs keep their word once it is 
  offered, and each minotaur remains faith-
  ful to friends and clan above all else, 
  even when they leave said clan. Mino-
  taurs rarely befriend folk of other  races, 
  as they all too often encounter them only 
  in battle. If a minotaur does strike up a 
  friendship, it is typically with other crea-
  tures that display the minotaurs virtues 
  and love of battle. To such friends, a mino-
  taur becomes an ally whose support will 
  never waver. If a minotaur is very close 
  with someone of his race and rarely a 
  very trusted non-minotaur friend, he will 
  offer that they become blood brothers. 
  Meaning they are no longer friends but 
  family and if one would die the other 
  shall not rest untill they avenge the death 
  of their blood brother. For in minotaur be-
  liefs if your death is unavenged your soul 
  will never be free to wander the great sky 
  steppes. There is no greater honor for a 
  minotaur than to be someones blood 
  brother, to respect someones streangth 
  so much that you leave your eternal after-
  life in their hands. 
   
  Honor above All
  20
  
  gods are servants of their dormant diety. 
  Depending on the phases of the moon 
  under wich they are born, a miong’shee 
  future life is chosen. The miong’shee 
  roles depending on lunar phases are: 
  New Moon: Assassins, Scouts and Spies; 
  Waxing Crescent Moon: Farmers, Capy-
  bara shepards; First Quarter Moon: Mer-
  bara shepards; First Quarter Moon: Mer-
  chants; Waxing Gibbous Moon: Priests 
  and Shamans; Waning Gibbous Moon: 
  Craftsmen; Third Quarter Moon: Sol-
  diers, Guardsmen and Peacekeepers; 
  Waning Crescent: Aristocrats, generals 
  and leaders of their race.
  Only those born under the full moon can 
  choose their own fate. On the year they 
  turn 20 years old, a blindfold race, 
  through the jungle, under the first full 
  moon of the year, will be organized. The 
  winner gets to stay and choose their 
  place in miong’shee society the rest are 
  sent into the world to find their own 
  sent into the world to find their own 
  fate, as them not winning is a sign that 
  the overgod does not favour them.
   Miong’Shee believe that the moon is the 
  dormant creator of the world and worship 
  him, even more than that they let the 
  phases of the moon dictate their society. 
  The moon cult is believed to be a genetic 
  memory of their wild elf ancestors who 
  worshiped Selune although most mi-
  ong’shee will deny that and tell you that 
  ong’shee will deny that and tell you that 
  their is the true faith and all the other 
   Miong’Shee are hybrids between tabaxi 
  and the now extinct wild elves of Maztica. 
  Usually they are as high as elves but have 
  more lean feline features of the tabaxi. It 
  is rare to see a miong’shee who weighs 
  over 200 pounds. Their bodies are cov-
  ered in fur from head to toe. Miong’Shee 
  fur is usually white sometimes with a tint 
  fur is usually white sometimes with a tint 
  of gold or brown and may have intricate 
  patterns of black, gold or brown fur. They 
  have elongated ears akin to their elven an-
  cestors, but unlike elves these appendag-
  es are notched in a comblike or vaguely 
  feathered pattern. These notches create 
  small flaps in a miong’shee ears that 
  seem to constantly move or adjust to 
  listen to sounds, allowing them to focus 
  on specific sounds much like animals 
  with similar ears.
   As they put the blindfold over her eyes, 
  Ajakee thought to herself “I am ready, 
  uncle taught me well.”, and as the starting 
  bell rang she strated running. The jungle 
  trees and canopy prove to be a deadly foe 
  when you are running at full speed blind-
  folded. But she trained for months, broke 
  her nose 5 times and fell countless more, 
  her nose 5 times and fell countless more, 
  but now she knew the path better than 
  anyone. Her fur stood on edge as she saw 
  the images in her mind, “Tree” sharp turn 
  left, “Moat” jump... When she wins she will 
  be free to choose her own future. She ran 
  faster and faster untill she was cought in 
  an embrace. She knew it well, “Is it over?” 
  an embrace. She knew it well, “Is it over?” 
  she thought to her self. As the blindfold 
  lifted she saw her kinsmen cheering. She 
  won! As she lifted her fist in victory, she 
  roared “Assassins!” and thus choose her 
  fate.
  21
  
  Your miong’shee has a number of traits 
  that are common with their kind.
  Ability Score Increase: Your Dexterity 
  score increases by 2, and one other abili-
  ty scores of your choice increase by 1.
  Age: Miong’Shee mature at  20 years of 
  age and can live up to 300 years.
  Alignment: Miong’Shee alignment 
  depends on their background, if they 
  respect the rigid rules of their society 
  they are lawful if they ran away from the 
  same they are chaotic, neutral mi-
  ong’shee are rare. Other than that they 
  can be good as much as they can be evil.
  Size: Miong’Shee are taller than average 
  humans and of a slender build. Your size 
  is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Darkvision: Thanks to both your elven 
  and tabaxi blood you have superior vision 
  in dark and dim conditions. 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.
  Feline Agility: 
  Feline Agility: Your reflexes and agility 
  allow you to move with a burst of speed. 
  When you move on your turn in combat, 
  you can double your speed until the end
  of the turn. Once you use this trait, you 
  can't use it again until you move 0 feet on 
  one of your turns.
  Keen Hearing: 
  Keen Hearing: Miong’Shee has advantage 
  on Wisdom (Perception) checks that rely 
  on hearing.
  Skill Versatility: You gain proficiency in 
  two skills of your choice.
  Languages: Common and Elvish.
   Miong’Shee use prefixes in their names  
  that indicete their position and/or role in 
  life. Dar'/Daro' means that they are an as-
  sassin, spy or anyone that keeps to the 
  shadows. Do'/Dra' means that they see 
  thems selves as a warrior. Jo'/Ko' means 
  they are a priest, scolar or a magic 
  caster. Ra'/Ri' means they are aristocrats, 
  caster. Ra'/Ri' means they are aristocrats, 
  generals and nobles. La'/M/Ma' means 
  they are storytellers and atrisans. S' 
  means they are of common folk.
  Male Names: Dar'ha, Do'rjo, Jo'adirr, 
  Ma'bassa, S'jhera...
  Female Names: Dar'azda, Mi'jhera, 
  Ji'heh, Li'zabasha, Ri'tima... 
   It is not unheard of that a miong’shee 
  born under the full moon would loose the 
  race on purpace. Some are not that fond 
  of their society where some lazy god dic-
  tates merits depending how he turns his 
  shiny ass while he sleeps. Miong’Shee 
  have inherited the tabaxi curiosity after 
  all and it is nowhere more visable than in 
  all and it is nowhere more visable than in 
  these self chosen exiles. These wander-
  ing miong’shee are usually cheerful and 
  curious, sometimes morbidly so since 
  their cheerfulness does not fade even 
  while they are slaughtering their enemies 
  in battle. If you ever see a wandering mi-
  ong’shee with a straight face, better just 
  turn around.
  22
  
   
    
  
  capricious fey than the plodding thought 
  processes of humans. While narr’fer be-
  havior confuses many, and their bizarre
  senses of humor can sometimes lead to 
  inadvisable actions, their general lack of 
  pretension or malice and their open,
  expressive faces often get them out of 
  scrapes. Be that as it may they are an 
  immensly creative people, they will 
  immensly creative people, they will 
  awlays strive to make someting new. Not 
  the downside to this is that it doesn’t 
  always need to be a good kind of new or a 
  practical kind of new for that matter but 
  it is always new and never before seen.
   As it was said, narr’fer are immensly cu-
  rious and creative, but there is a sad and 
  dark side to those quirky traits. Narr’Fer 
  exist as long as they create or experience 
  new things, meaning their life is not mea-
  sured in years but in experiences. After 
  their birth they mature in a matter of 
  days and learn everything they can from 
  their parents while sharing in their 
   Narr’Fer are endlessly curious always 
  searching for new experiences, new 
  lands, new people and customs. They 
  have no sense of ethicity and are very 
  independent. The entire concept of ethnic-
  independent. The entire concept of ethnic-
  ity fascinates and amuses narr’fer, espe-
  cially when it becomes a source of racial 
  tension. National allegiance or religious 
  differences make slightly more sense to 
  them, but fighting and dying over skin 
  color strikes most narr’fer as unbeliev-
  ably silly. Even while paying the strictest 
  attention to those around them, narr‘fer 
  think and react far differently from other
  mortal beings. Despite millennia on this 
  world, narr’fer minds often seem disjoint-
  ed and chaotic, more akin to the flighty 
  and mischievous intellects of certain 
   Narr’Fer are descendants of the first 
  narr’fer refugees that came from the Fey-
  wild and are among the smallest of the 
  so-called “civilized” races, with a slighter 
  physique than halflings or gnomes. No-
  where is their fey heritage more apparent 
  than in the color of their hair. Narr’Fer 
  hair color changes depending on their 
  mood so it can go from pastel yellow to 
  the darkest purple. 
   Nyxa loved the band of ragtag adventurers 
  she joined months ago. Always getting into 
  trouble and trouble is good, trouble is her 
  friend, trouble always brings new prob-
  lems, new solutions, new experiences. As 
  they camped in the forest in the middle of 
  the night she just heard “Ahem...” as she 
  opened her eyes, Nyxa saw a bandit holding 
  opened her eyes, Nyxa saw a bandit holding 
  her favourite crossbow aimed at her while 
  standing beside all of the parties weapons. 
  “Now, now take it easy, if you would be so 
  kind to empty your collective pockets I will 
  get on my way and leave you with your 
  lives”. Nyxas hair turned from grass green 
  to bright red as in a blink of an eye she 
  to bright red as in a blink of an eye she 
  ran and climbed on the mans shoulders 
  and snapped his neck instantaneously. As 
  she jumped on her feet and looked at her 
  hands her hair turned dark blue “I broke a 
  nail!!! Please Nalla kiss it better!” she cried 
  as she ran to the parties druid.
  
  23
  
  Your narr’fer has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Intelli-
  gence score increases by 1.
  Age: Narr’Fer mature a few days after 
  they are born and live as long as they 
  keep inventing and experiencing new 
  things.
  Alignment: 
  Alignment: Narr’Fer are always chaotic 
  due to their fey heritage. Apart from that 
  they can be good as much as they can be 
  evil but whatever they may be, they are 
  always creative.
  Size: Narr’Fer range from 2 to 2.5 feet 
  and are mostly of slender builds. Your 
  size is Small.
  Speed: Your base walking speed is 25 
  feet.
  Darkvision:
  Darkvision: Your fey eyes let you see 
  more easily in dark places. 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.
  Snitch Hair: 
  Snitch Hair: Due to your hair always 
  showing your emotions the narr’fer have 
  a disadvantage on all deception checks.
  The Red Rage: 
  The Red Rage: When narr’fer get angry 
  their hair turns red. Once per long rest, 
  when your hair turns red, for one round 
  your speed doubles and the next time you 
  damage someone it is an automatic 
  critical hit.
  Languages: Common and Sylvan.
   Male narr’fer names are unnecessarily 
  long, multisyllabic, and intentionally diffi-
  cult to pronounce. Female names reverse 
  the male conventions, being simple and 
  short, although many females claim their 
  names are actually short for something. 
  Narr’fer family names, which change 
  every few generations, typically contain 
  every few generations, typically contain 
  some Common words, as well as several 
  syllables of gibberish.
  Male Names: Abroshtor, Bastargre, Halun-
  galom, Krolmnite, Poshment, Zarzuket... 
  Female Names: Besh, Fijit, Lini, Neji, 
  Majet, Pai, Queck, Trig... 
  Family Names: Frothelthimble, Garish-
  gnawing, Palepartlinger, Thicketbotter...
   
   
  experiences while they travel with them. 
  Sooner or later a narr’fer will separate 
  from their family to go srearching for 
  new experiences on their own. If a 
  narr’fer ever stops experiencing and cre-
  ating new things they will contract a con-
  dition they call “The Bleaching”. The hair 
  of a narr’fer will begin to loose color 
  until it turns pure white, when that hap-
  pens the narr’fer will grow sick and fade 
  from this world. Once the bleaching 
  starts it can’t be stopped no matter how a 
  narr’fer desperately tries to smith a new 
  weapon or do things it never did before. 
  Once that first white strand of hair ap-
  pears it is only a matter of days untill the 
  narr’fer dies. Some reaserchers thou theo-
  rise that the narr’fer don’t die but return 
  to the Feywild, this theory is yet to be 
  proven.
  24
  
  means that the nezumi have successfully 
  adapted to all sorts of environments and 
  can often be found in major cities as a 
  part of any group where they feel safe or 
  hidding in the underbelly of such cities. A 
  Nezumi female can give birth to about 15 
  babies but there is no love amongst the 
  siblings. From the moment of their birth 
  siblings. From the moment of their birth 
  they will fight and kill eachother for sur-
  vival, untill one or two is left at the end. 
  The rest of their relatively short lives is 
  the same, they constantly search for a 
  group, gang or a place where they will 
  feel safe. That is why in places like 
  Kara-Tur where Nezumi are common they 
  end up un gangs led by the strongest 
  amongst them. The gangs usually display 
  the same personality as their leaders and 
  because Nezumi as a race always feel 
  threatened, the gangs are in constant 
  state of fighting eachother. That being 
  said if a Nezumi finds a group or a place 
  said if a Nezumi finds a group or a place 
  where they feel safe they will protect it 
  with fierce and unbreakable loyalty.
  Nezumi do not possess what others 
  would consider culture, instead what they 
  do share is a strong instinct for survival, 
  allowing them to adapt easily to whatever 
  environment they find themselves in. This 
  Surv ival Before Anything
   Nezumi have slightly hunched frames 
  with rat like heads and a long tail. A no-
  ticeable difference between nezumi and 
  humans are their legs, which in the case 
  of nezumi are digitigrade, resting on 
  their toes rather than the flats of their 
  feet. Nezumi often to have slouched 
  forms, though this is usually a result of 
  forms, though this is usually a result of 
  habit, caused by constant crouching and 
  hiding. Nezumi are covered in coarse fur, 
  usually in shades of ginger, grey, brown, 
  or black. Female nezumi can grow longer 
  fur hair. The eyes of the nezumi are usual-
  ly yellows, browns, blacks and dull reds. 
  Nezumi are also more likely than other 
  races to develop albinism, which results 
  in white furred individuals with bright, 
  blood red eyes. Like rats, their front teeth 
  continue to grow and they often gnaw on 
  various hard materials to wear down 
  their teeth.
   The ginger furred Nezumi paced around a 
  scared tied up man in ragtag clothes. “You, 
  you thief, you steal, steal, Dalins precious, 
  yes, yes...” The man just sat there with 
  eyes wide open in fear, he would have said 
  something if his mouth wasn’t gagged. 
  “Dalins mother person gave him this toy, 
  yes, yes... Made him sad, cry when it was 
  yes, yes... Made him sad, cry when it was 
  lost... You did bad, bad, now you pay, yes, 
  yes. Dalin protects Firefur yes, yes, no one 
  hurts Dalin, Dalin is safety. That is why 
  you must go bye, bye, Dalin would be 
  angry at Firefur but Dalin will never 
  know, no... Firefur keep Dalin happy, help 
  Dalin be stronger so Dalin protect Firefur 
  Dalin be stronger so Dalin protect Firefur 
  better. Now go, go bye, bye” The Nezumi 
  said as she slit the mans throat. A few 
  hours later Firefur came to her dwarf friend 
  with wide puppy eyes and said “Look, look 
  Dalin, Firefur found the toy, yes, yes, 
  Dalin must have dropped it, yes, yes...”, the 
  dwarf embraced her saying “You are such a 
  dwarf embraced her saying “You are such a 
  good friend” and she felt safe...
  Nezumi
  25
  
   As far as the nezumi are concerned, the 
  only thing they truly have is their life and 
  to loose ones life is the greatest misery. 
  They are always jittery and twitchy even 
  when they are in a good mood. Their 
  speach pattern consists of jittered pronun-
  ciation and repetition of most words or 
  just using synonims of the same words 
  just using synonims of the same words 
  next to eachother like for example “Yes, 
  yes, kill, kill” or “Dwarfy short person, 
  good, nice!”. Since they don’t care for 
  much except their own survival, the 
  nezumi don’t care much for money since 
  their bodies are naturally immune to any 
  disease they are quite happy to live off 
  disease they are quite happy to live off 
  scraps. They care even less for trinkets 
  but they value gifts they receive from 
  others. For them when someone is self-
  less is almost as equal as giving their life 
  for them, and they keep all the gifts they 
  receive and show them off with great 
  pride.
  Primeval Fear
   Nezumi never recieve a name at birth, as 
  most are expected not to survive for long. 
  As a result a nezumi's name is usually 
  some type of descriptor for their physical 
  or behavioral characteristics, given to 
  them as they develop to identify them, 
  like nicknames. As a result nezumi 
  names are fairly fluid and distinguish 
  names are fairly fluid and distinguish 
  little between gender. Some nezumi opt 
  to continue using previous nicknames 
  while others decide their own name. Also 
  nezumi can often have names similar to 
  other races if they live in regions dominat-
  ed by those races.
  Nicknames: Bog-Snout, Cackler, 
  Rot-Tooth, Rust-Blade, Short-Tail, 
  Six-Toes, Slender-Bones, Three-Paw...
  Nezumi Names
  Nezumi Traits
  Your nezumi has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Dexterity 
  score increases by 2, and your Constitu-
  tion score increases by 1.
  Age: Nezumi reach physical maturity by 
  the end of their first decade. The lifespan 
  of a nezumi can be as long as 150 years 
  old, though nezumi over 50 are consid-
  ered old as their lives tend to be short 
  and violent.
  Alignment: Nezumi tend to keep to them 
  selves so Neutral alignment suits them 
  best. Evil Nezumi are not a common sight 
  since nezumi would stay away from such 
  voletile plans that could endanger their 
  lives. Altruistic nezumi are also rare, 
  though this is not a result of innate lean-
  ings as much as a life of mistrust.
  ings as much as a life of mistrust.
  Size: Nezumi are as tall as humans but 
  because their crouched legs and their 
  tendency to slouch they range from 3 to 4 
  feet. Your size is Small.
  Speed: Your base walking speed is 30.
  Junk Food Gourmet: You are immune to 
  any kind of disease and you can eat what 
  most races would find not only bad tast-
  ing but deadly.
  Hide, Hide, Safe, Safe: Nezumi gain profi-
  ciency in Dexterity (Stealth) skill.
  Vermin Bite: Once per short or long rest 
  a nezumi can attempt a melee bite attack, 
  if it hits, the target takes 1d6 damage and 
  must make a Constitution Saving Throw 
  (DC equal to 8 + your proficiency bonus + 
  your Constitution modifier), if they fail 
  than they take an extra 1d4 necrotic 
  damage for 1 minute each time they are 
  damage for 1 minute each time they are 
  succesfully damaged, if they succeed 
  there is no additional effect. Creatures 
  immune to disease are immune to this 
  ability.
  Languages: Common.
  26
  
   Satyrs are driven by hedonism, primarily 
  carnal pleasures, althou their love of 
  food, drink and music come at a close 
  second place. It helps them a lot that the 
  satyrs have mastered the art of smooth 
  talking and flirting. Satyrs allow no oppor-
  tunity for revelry to pass them by. They 
  celebrate any holiday they have ever 
  celebrate any holiday they have ever 
  heard of—and are entirely cognizant that 
  the civilizations of the world have enough 
  festivals and holy days between them to 
  justify celebrating on a nonstop basis. 
  town that welcomes a satyr can be sure 
  that the wolves will stay away from their 
  cattle, the local forests become safer for 
  the children and farm animals will be 
  more cooperative. Satyrs know this fact 
  and exploit it to the fullest. There have 
  been stories where a village chassed 
  away a satyr in need, the next morning 
  away a satyr in need, the next morning 
  they all found horse manuer in front of 
  their doors and all the farm animals gone.
   Unlike most “strange”, non-human/elf/
  dwarf, races satyrs are a very welcome 
  sight in any village or town surrounded 
  by wilderness. It is mostly because of 
  their ability to talk with the animals, so a
   Originally from the Feywild satyrs are 
  true fey, they have animalistic fetures 
  from the waist down, usualy in form of 
  deer or goat leggs and sylvan features 
  from the waist up, althou their faces tend 
  to have some animalistic features like ele-
  gant deer lines, goat or deer nose, some 
  even have eyes of pure black. Satyrs also 
  even have eyes of pure black. Satyrs also 
  have horns portruding from their heads, 
  and they can vary in shape and size from 
  satyr to satys. The horns can portrude 
  from the forehead, top of the head, off the 
  sides or from the back of the head. Since 
  they can reproduce only with one another, 
  you can have a satyr that has deer legs 
  you can have a satyr that has deer legs 
  and goat face features and horns. The 
  males of the race tend to be smaller than 
  the females and much more hairy. Female 
  satyrs are always slender and elegant 
  while obese males can be found thou they 
  are rare.
   Most of the party was woken by a huge 
  mammoth, the hairy beast towered in front 
  of the party and took an agressive stance. 
  The elven wizard whispered to the halfling 
  rogue “Wake up Jegg, wake up Jegg now!”. 
  The halfling moved slowly to the sleeping 
  satyr and kicked his horns, “Ah...? What? 
  Why? I swear I’m gonna... Oh! Oh, I see...” 
  Why? I swear I’m gonna... Oh! Oh, I see...” 
  he said as his eyes fell on the 40 foot large 
  beast in front of them. Jegg was a deer 
  satyre, which meant his leggs where that of 
  a deer, there where a pair of small deer 
  horns protruding from his forehead and his 
  face had deerlike features. As he stood in 
  front of the mammoth all the party could 
  front of the mammoth all the party could 
  hear where low throat grumbles between 
  Jegg and the beast. After a while Jegg 
  turned aroud and said “Ok guys pack up, 
  we have to go” as he started to pack up his 
  bedroll. “But why did he threaten us, 
  should we attack?!” asked the elven wizard. 
  “oh hell no!” replied Jegg, “We just took this 
  “oh hell no!” replied Jegg, “We just took this 
  mans shitting spot”...
  27
  
  Sly Tongue: A satyr rolls all Charisma 
  (Persuasion) checks, that involve seduc-
  tion, with advantage.
  Zoolingualists: Satyrs can speak with ani-
  mals as if they constantly have the  
  Speak with Animals spell active.
  Languages: Common, Sylvan.
   Your satyr has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Wisdom 
  score increases by 1.
  Age: 
  Age: Satyrs reach adulthood at around 
  the same age as humans, but can live to 
  be 200 years old or more.
  Alignment: 
  Alignment: By the very nature of the fey, 
  the satyrs are chaotic, not carring for the 
  dull things like laws that keep other 
  races feel safe. They are usually not ma-
  lignant but there are rare cases of evil 
  members of their race.
  Size: Satyrs males tend to be around 5 
  foot tall and females are usually around 6 
  foot tall. Your size is Medium.
  Speed: Your base walking speed is 35 
  feet.
  Cloven Hooves: 
  Cloven Hooves: Because of the satyrs 
  hooves, any non-magical difficult terrain 
  has no effect on the satyrs movement and 
  you roll with advantage against any magi-
  cal effect that creates difficult terrain.
  Satyr names vary greatly with one consis-
  tency, all male names end with an “-us” 
  and all female names end with an “-a”.
  Male Names: Antius, Basus, Corbius, 
  Eustus, Kostus, Lycius, Xarxus...
  Female Names: Adrasia, Corba, Eleuthia, 
  Pirra, Stergia, Thana, Yoria...
  However, despite their love of wine, song, 
  dance, and stories, satyrs are rarely reck-
  less in their hedonism althou it can 
  happen. Satyrs are omnisexual beings, 
  meaning if they find a woman, man or a 
  beast of any race, for that matter, a satyr 
  will do anything to seduce them. They 
  will take rejections as personal insults 
  will take rejections as personal insults 
  but would never stoop so low as to force 
  themselves upon someone or someting, 
  for them, seduction is a thing of art that 
  they take great pride in, and take it as a 
  stain on their satyr pride if they fail. It 
  helps them a lot thou, that satyrs are 
  known as legendary lovers. Their fascina-
  known as legendary lovers. Their fascina-
  tion with a person or a beast is of short 
  breath thou as they will turn their atten-
  tion to the next “beauty” as soon as the 
  opportunity arrives.
  28
  
  Many races feel uncomfortable around
  shifters, the same way they feel around 
  any large predator. Those that fear them 
  call them “weretouched”, “wildlings” and 
  “fangfolk”. Of course, some grow to 
  appreciate individual shifters despite 
  appreciate individual shifters despite 
  their natural aversion and halflings in
  general get along well with them. For 
  their part, shifters are accustomed to 
  distrust and don’t expect better treatment
  from members of the other races, al-
  from members of the other races, al-
  though some shifters try to earn respect 
  and companionship through acts and deeds.
  cities, without their masters they spread 
  and sought to build their own destiny. 
  Shifters have no land of their own, bigger 
  tribes are trying to build their own place 
  in the world, as protectors or mercenary 
  bands. Individual shifters can be found in 
  remote areas that can be found in all the 
  nations. Many of the loner shifters earn 
  nations. Many of the loner shifters earn 
  their way as trappers, hunters, fishers, 
  trackers, guides, and military scouts. 
   The first shifters where created by the 
  ancient wizards of Netheril. The magic 
  and knowledge on how they were created 
  was lost together with the ancient Neth-
  erese. Many wizards and scholars today 
  speculate how these magnificen beings 
  came into existance, maybe through 
  breeding werewolves with humans or by 
  breeding werewolves with humans or by 
  somehow infusing beastial blood in their 
  test subjects, it remains a mystery. When 
  the Netheril empire fell there were many 
  shifters who weren’t on the great floating
   In broad strokes, shifters resemble 
  humans with animalistic features. Their 
  bodies are lithe and strong. Their faces 
  have a bestial cast with either wide, flat 
  noses, large eyes and heavy eyebrows or 
  pointed ears. The hair of their heads is 
  thick and worn long. Shifter skin and hair 
  are usually some shade of brown.  Their 
  are usually some shade of brown.  Their 
  forearms and lower legs also grow long 
  hair.
   As the mercenaries were locking up the last 
  of the druids in their cart, they were pack-
  ing up camp and getting ready to go. “The 
  red wizards will pay handsomly for you 
  tree huggers, that’s what you get when you 
  give  Szass Tam too much grief!”. Some of 
  the mercenaries raised their heads, some-
  thing was moving in the bushes. In a mo-
  ments notice, before the mercenaries could 
  even reach for their weapons, with tooth and 
  claw, beast people, shifters were upon them, 
  the shifters slaughtered the mercenaries to 
  a man. With a wide grin of his jagged teeth 
  one of the shifters came up to the cart to set 
  the druids free. As the shifter unclocked 
  their cage the druids just turned their 
  heads like they where disgusted. “Even now 
  you shun us, even now when we saved your 
  lives you judge our very existence. FINE! 
  GO! But know we are the true protectors of 
  this place and no matter what you think of 
  us! We care not how others like you judge 
  us! We care not how others like you judge 
  us, we will fight for our right to exist! FOR 
  OUR PEOPLE!”. As the druids left, the 
  shifters growled with pride in celebration of 
  their victory atop of the slain.
  29
  
    Your shifter has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Dextirity 
  score increases by 2, your Wisdom score 
  increases by 1 and your Charisma score 
  is reduced by 1.
  Age: 
  Age: Shifters mature at the same age the 
  humans do but they tend to live a but 
  longer, up to 125 years.
  Alignment: 
  Alignment: Shifters have a strong and 
  cruel sense of justice. Those that do 
  wrong must be punished, circumstances 
  are just excuses, for them there is no 
  gray ground, justice must come on swift 
  wings or it has failed. With this philoso-
  phy shifters mostly tend to be Lawful Neu-
  tral.
  Size: Shifters tend to be slightly above 6 
  feet tall. Your size is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Shifting: Shifters cannot fully change 
  shape but can take on animalistic fea-
  tures—a state they call shifting. Once per 
  short or long rest a shifter can shapeshift 
  one of it’s body parts to that of an animal 
  (usually a predator) for 30 minutes:
  Bear Hide: You shift your skin into a leath-
  ery hide with a thick fur. While in this 
  form you gain +1 AC and a ressistance to 
  cold damage. 
  Canine Teeth: You shift your teeth to that 
  of a wolf, they all become pointed and 
  sharp. As a bonus action you may attempt 
  a melee bite attack that does 1d4 pierc-
  ing damage. 
  Feline Eyes: You shift your eyes to that of 
  a cat. 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.
  Gills: You shift the back of your ears into 
  gills. You now stop breathing air and 
  start breathing water.
  Predator Leggs: You shift your legs and 
  feet into those of a land predator. Your 
  base walking speed is now 40 feet.
  Simian Feet:
  Simian Feet: You shift your feet into a 
  shape of hands. Your climbing speed is 
  equal to your walking speed and you have 
  advantage to all Dexterity (Acrobatics) 
  checks.
  Wilderness Ancestors: Shifters gain a +1 
  on all Wisdom checks.
  Languages: 
  Languages: Common, Ancient Netherese.
   Shifter names vary greatly, they have 
  tossed aside names given to them by their 
  former masters and taken up names that 
  are close to nature and it’s aspects.
  Male Names: Ash, Brook, Cobalt, Dune, 
  Surge, Talon,  Wolf...
  Female Names: 
  Female Names: Amber, Aurora, Birch, 
  Dawn, Jade, Mist, Shade...
  30
  
  them and offered them to serve and wor-
  ship him in exchange for his protection. 
  The Uthgard agreed but little did they 
  know that the price was greater than they 
  could imagine. When the deal was struck, 
  the entirety of the tribe was sucked into 
  the ancient treant that grows above the 
  Hall of Mists now known as the Grandfa-
  Hall of Mists now known as the Grandfa-
  ther tree. After about five decades the 
  first volodni emerged from the tree, the 
  children of Silvanus and guardians of 
  nature. They had no memory of their 
  passed lives, they were born anew. 
  The volodni emerge fully formed from 
  golden fruit pods which grow on the 
  branches of the Grandfather Tree. Untill 
  they emerge from these pods thou, they 
  are concious the whole time in, what they 
  call, the great dream. In this dream volod-
  ni will share conciousness with the 
  Grandfather Tree and all other volodni 
  Grandfather Tree and all other volodni 
  yet to be born, there the tree teaches 
  them how to speak, write and think. They 
  live their childhood in this dream and it 
  defines them and their life once they 
  emerge into this world. All volodni reme-
   In the years before remembering the 
  Elves of Aryvandaar found the Hall of 
  Mists deep within the High Forest and 
  summoned an ancient treant to root itself 
  on top of the halls to guard them. Centu-
  ries passed and the Aryvandaar empire 
  fell and the ancient treant grew so old 
  than he couldn’t move his branches any-
  than he couldn’t move his branches any-
  more, he could only communicate tele-
  pathically. The many travelers, cultists 
  and wizards sought the halls for their 
  knowledge and brought only destruction 
  to the forest. In the centuries to come an 
  Uthgard Tree Ghost tribe came to the 
  High Forest to escape the genocide of 
  their kind. Silvanus saw an opportunity in
  The Grandfather Tree
   The volodni are humanoid plants. They 
  have hard wood for bone structure, foli-
  age and petals for hair, plant cortex for 
  skin and golden sap moves through their 
  veins instead of blood. They are much 
  more slender than the average human 
  and about a head shorter. The variations 
  in volodni appearance vary as much as 
  in volodni appearance vary as much as 
  the variations of plantlife in the world. 
  They tend to grow their own “clothes” 
  that also resemble leaves, vines and bark.
  “I. Live life well and fully, and waste 
  nothing.
  II. Do not fear difficulty. Hard ground 
  makes stronger roots.
  III. The only lasting peace is the peace 
  within your own soul.
  IV. All things have a right to grow. 
  IV. All things have a right to grow. 
  The blossom is brother to the weed.
  V. Never leave a wrong to ripen into 
  evil or sorrow.
  VI. Act with wisdom, but act.
  VII. From the smallest blade of grass to 
  the largest mountain, where life 
  goes—so, too, should you.”
  goes—so, too, should you.”
  Tenants of the Volodni.
  Volodni
  31
  
   Your volodni has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Wisdom 
  score increases by 2 and your Constitu-
  tion increases by 1.
  Age: Volodni emerge fully grown from the 
  great dream but their maximum age was 
  never established. The first generation of 
  volodni still live as leaders of their race.
  Alignment: 
  Alignment: Volodnis are not actively mali-
  cious, but they are not benevolent, either. 
  They believe in the individual’s call that 
  the great dream gave to them rather than 
  laws and rules to guide their behavior 
  and so favor a chaotic disposition.
  Size: Volodni are the size of shorter 
  humans, around 5 feet. Your size is 
  Medium.
  Speed: Your base walking speed is 30 
  feet.
  Gifts of Nature: 
  Gifts of Nature: Volodni grow their own 
  “clothes” in a period of 24 hours. They 
  also know the Thron Whip cantrip and 
  can cast Barkskin, self only, once after a 
  long rest.
  Plant Body: 
  Plant Body: As plants volodni have no 
  vital organs. You are resistant to piercing 
  damage and can regenerate any part of 
  your body (except the head) in 24 hours 
  as long as you have 3/4 of your body 
  intact. You gain advantage of Dexterity 
  (Stealth) checks near any larger plants 
  (Shrubs and Trees). You have disadvan-
  (Shrubs and Trees). You have disadvan-
  tage on all saves against fire damage. 
  Voldni don’t wear metal armor.
  Seasons Change: Volodnies shift through 
  the seasons. During spring, summer and 
  autumn a volodni doesn’t require food or 
  water, they will absorb the sunrays and 
  proteins form the ground around them. 
  The DC of all volodni abilities if any is 8 
  + their proficiency bonus + their Wisdom 
  modifier.
  modifier.
  Spring: Volodni gain the ability to once 
  per long rest blow spores on a target that 
  act like the Charm spell.
  Summer: Volodni gain +1 damage with 
  any weapon.
  Autumn: Volodni gain advantage on all 
  Wisdom saving throws.
  Winter: During this season the volodni 
  must hunt to eat. They gain advantage on 
  all Wisdom (Survival) checks while track-
  ing their prey. Volodni will eat beast and 
  humanoid meat without discrimination.
  Languages: Common, Sylvan.
  Volodni Traits
  Volodni names tend to be melodic as 
  nature itself.
  Mlae Names: Eòghan, Niall, Pàra, 
  Tiobaid, Uilleam... 
  Female Names: Barabla, Lili, Raodhailt, 
  Sìleas, Teàrlag... 
  Volodni Names
   Volodni appearance and attitude changes 
  with the seasons. While a volodni won’t 
  change their personality completely the 
  seasons will surely affect it. During all 
  the seasons, except winter, the volodni 
  will use photosynthesis and protein ab-
  sorption from the land around it for suste-
  nance. During spring their skin is yellow-
  ish/green, if they have any flower buds 
  they start to blume. A volodni is most 
  likely to fall in love within this season 
  and will be of a more optimist and jovial 
  nature. During summer, volodni are the 
  strongest their skin turns dark green and 
  they can grow new leaves and flowers the 
  fastest. They grow more boastful and 
  reckless during this season. When 
  autumn comes the volodni take on shades 
  of brown, red and yellow and their flow-
  ers fall off. They become wiser and more 
  cautious during this season. In winter 
  their color fades to shades of blue and 
  gray. The volodni become bitter and pessi-
  mistic during this season and it is also 
  the only season where they must eat to 
  survive. Volodni only ever eat meat 
  during this time since they view plant 
  eating as canibalism. The shifting nature 
  of the volodni is the main reason they are 
  distrusted by the other races.
  Unstable as the Seasons
  mber their dream and all the volodni it 
  met which is why some volodni can be 
  close friends as soon as they are born. 
  Volodni do have genders, even thou they 
  have no reproduction organs, the tree de-
  termines what gender they will be as-
  signed. This is because a volodni is very 
  capable of falling in love and a love of a 
  volodni transcends gender and race. They 
  are thought that a volodni must always 
  have two hearths, one as delicate and soft 
  as a rose to share with loved ones and 
  one gnarled and hard as bark to show 
  their enemies. Woe is to those that they 
  dedicate both. Most volodni hear the 
  dedicate both. Most volodni hear the 
  voice of the Granfather Tree and stay to 
  protect it but those that choose to ven-
  ture out of the high forest are not 
  stopped for they believe that Silvanus has 
  a plan for everyone and they value individ-
  uality. Those volodni will never again 
  hear the Grandfather Tree in their mind 
  and are called the Voiceless.
  32
  
   Despite them being technically partialy 
  undead, the Vryloka bare a deep hatred 
  for all walks and forms of the undead 
  blight. They will go out of their way to ex-
  terminate any undead in their vicinity 
  even more so than other races. For them 
  the undead are a plague on this world 
  and must be exterminated if their perfect 
  and must be exterminated if their perfect 
  world is to ever exist. All, ofcourse, 
  except vampires whom they hunt most of
  Hatred of the Undead
  nesses the vampirism curse implies. Vry-
  lokas are now, intent on building a better 
  world the long way around. Since the 
  ritual leaves them sterile they will adopt 
  those they see potential in and turn them 
  into one of their own. To keep up ap-
  pearences after some years old Vryloka 
  family members will not show themselves 
  in public as to not raise suspicion. It is 
  their plan that when their familiy grows 
  enough they will purge this world from 
  all evils, the definition of “evil” being en-
  tirely left to them of course. 
   Centuries ago, a powerful family, by the 
  name of Vryloka, made a deal with an 
  entity now only known as the Red Witch. 
  For a secret to eternal life they pledged 
  their house to her. She taught them the 
  ritual of mixing their blood with that of a 
  vampire but without becoming vampires 
  themselves, instead they became some-
  themselves, instead they became some-
  thing new, a creature blessed with eternal 
  life with only the fainthest traces of weak-
  Legacy of Blood
   Vrylokas were originally human, though 
  the bloodbond ritual subtly changes their 
  appearance. Vrylokas have dark green or 
  blue eyes that turn red when they are an-
  gered or excited. Their skin is uniformly
  pale, ranging from pinkish flesh to chalky
  white. Most vrylokas have hair in shades 
  of red, from deep scarlet to strawberry 
  blond. However, jet-black hair is found in 
  rare individuals. A vryloka’s upper canine 
  teeth might appear slightly more pro-
  nounced than the human norm. However, 
  unlike true vampires, vrylokas have no 
  fangs. Vryloka garb is often subtly embroi-
  fangs. Vryloka garb is often subtly embroi-
  dered with bloodred roses and thorns, 
  the symbols of the Red Witch.
   A redheaded, young woman weeping in a 
  dark ally of Waterdeep. A well dressed man 
  approaches her, “What is the matter deary?” 
  he asks with a smile on his face. Through 
  tears she answeres “I am lost and afraid, 
  please kind sir help me...”. The man comes 
  closer and embraces her, it has been too 
  long since last he fed, he could bairly con-
  long since last he fed, he could bairly con-
  tain him self. With every pulse the vain on 
  her neck drew him closer to madness... He 
  turns her towards him and opens his 
  mouth, showing his fangs. Suddenly the 
  woman starts laughing... He did not charm 
  her... What is this? “Are you going mad 
  from fear my dear? Don’t worry, I’ll make 
  it quick.”. The womans laugh turned into a 
  flirty smile, “You are a hard man to find 
  Count Demetrius...”. As her eyes turned 
  bright red, using the counts confusion, she 
  swiftly took a white powder out of her poch 
  and blew it into his face thus knocking 
  him out. After bagging him in a bag of 
  him out. After bagging him in a bag of 
  holding she disappeared into the night.
  Vryloka
  33
  
  Hatred for the Unliving: Vryloka despise 
  all of undead kind. When attacking 
  undead creatures you do so with advan-
  tage.
  Inherited Weaknesses: The vryloka have 
  inherited all the weaknesses of a vampire 
  but to a lesser extent. If a vryloka ends 
  it’s turn in running water it takes 2d8 
  points of acid damage. A vryloka cannot 
  enter a place unless he/she is invited in. 
  While in sunlight the vryloka make all 
  Wisdom checks with a disadvanatge.
  Wisdom checks with a disadvanatge.
  Languages: Common and 2 more languag-
  es of your choice.
  Your vryloka has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2 and your Constitu-
  tion score increases by 1.
  Age: Vrylokas go through the bloodbond 
  ritual at the age of 21, after that point 
  they stop to age and are considered im-
  mortal, but they can be killed like any 
  other creature.
  Alignment: Most vrylokas are fiercely 
  loyal to their family wich makes them 
  lean to the lawful side. Althou renegades 
  do exist that are exceptions, these individ-
  uals are always hunted.
  Size: Vryloka are the same size as a 
  human. Your size is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Darkvision:
  Darkvision: The vampire genes in your 
  blood give you sight in dark places. 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.
  Bloodsight: 
  Bloodsight: Althou a vryloka has no need 
  to drink the blood of the living they can. 
  Uppon making a successful graple check 
  or by being presented by a willing subject 
  a vryloka can drink the targets blood deal-
  ing 1d6 piercing damage. When they do 
  the vryloka see into the past of the target 
  through the targets eyes. (The scene is 
  through the targets eyes. (The scene is 
  chosen by the DM).
  Vryloka Traits
   Vrylokas all share the same family name 
  “Vryloka”, they are given new names 
  when they mature and go through the 
  bloodbond ritual.
  Male Names: Astrophel, Creighton, 
  Isaiah, Lucien, Sandor...
  Female Names: Bella, Nissa, Selena, 
  Stefania, Zabrina...
  Stefania, Zabrina...
  Vryloka Names
  all, but not to kill. The Vryloka family has 
  develpoed a powder with silver and garlic 
  essence that will knock out most vam-
  pires. Once they are captured, they are 
  drained of their blood wich the vrylokas 
  need for their bloodbond ritual. The vam-
  pires are imprisoned with special en-
  chanted chains so that when they finally 
  die out of malnourishment they won’t just 
  turn to mist and regenerate in their cof-
  fins but turn to dust and die on the spot.
  34
  
  atos, his own realm. Kyuss experimented 
  with the worm and developed a ritual to 
  turn his test subjects into loyal servants 
  in the form of a swarm of worms he 
  named weirdlings. Once Kyuss had 
  enough of an army he would conquer Mez-
  tica and than the world. But, somehow, a 
  spark of humanity was left in these sen-
  spark of humanity was left in these sen-
  tient swarms, a memory of their past 
  selves, of values they had in life. In an 
  epic turn of events the weirldings rose 
  against Kyuss and his cultists, many died 
  but after a long battle the Wormcall Isle 
  was left bare with only the weirdling 
  people standing. Some of the survivors 
  tried returning back to Meztica where 
  they were killed on sight due to their mon-
  strous appearance. Others realised that 
  from now on they can only lean on eacho-
  ther for survival and fromed secret, se-
  cluded communities all around the world. 
  Unity and loyalty to the community 
  became the epitome of weirdling society. 
  In these secret communities they made 
  their own culture clinging to every shread 
  of humanity they had left.
   In ages long forgotten, a powerful necro-
  mancer and high priest of Orcus only 
  known by the name of Kyuss, made his 
  base on an island called Wormcall Isle off 
  the coast of Meztica. He led his cult into 
  raids of the main land, kidnapping poor 
  souls he used as test subjects. His devo-
  tion was rewarded by Orcus, the demon 
  lord gifted Kyuss with a worm from Than-
  Saviours of the World
   In their true form Weirdlings are a 
  swarm of worms who share a collective 
  consciousness. Each swarm is an autono-
  mous unit and they usually take on a hu-
  manoid shape with a head, body and arms 
  in memory of what they once were. Be-
  cause of that same longing, weirdlings 
  will turn their “heads” to see and hold a 
  book up to read even thou they don’t have 
  to. While in their true forms they will 
  wear multi-colored robes that signify 
  their place in the community. That human-
  ity is what keeps them sane and what 
  freed them those centuries ago from their 
  creator and they hold to it as a most pre-
  cious thing. Weirdlings live in secret com-
  munities in secluded places of the world.
   “I swear to forevermore walk in the mists of 
  our Ladys web of lies. I acknowledge that 
  truth is a worthless thing to know and 
  worth even less to speak out loud. I shall 
  never speak the truth where falsehood would 
  sufice. I shall cherish and further illusions 
  and rumors, for distortion and legend are 
  what make folk happy and life alluring. To 
  what make folk happy and life alluring. To 
  be hidden gives one value by the very act of 
  cloaking so I shall walk the land as one of 
  Her precious children, forever hidden in the 
  majesty of her shroud, forever a livin lie in 
  Her name. I surrender myself to our lady 
  Leira...” The weirdling now stood in his 
  human form as the high mistwalker of 
  human form as the high mistwalker of 
  Leira embraced him. “Welcome brother, from 
  now on you shall be known as Elodin! Go 
  into the world, our lady has freed you by 
  shrouding you in her blessing, go and be 
  the living embodiment of lies and illu-
  sions”. As Elodin left the temple he thought 
  to him self, “Wait for me Nava, wait for me 
  brother, I will find you..”
  Weirdling
  35
  
  Alignment: Weirdlings in their own com-
  munities care only for that community 
  and it’s survival, even the ones that bow 
  to Leira and go into the world do that for 
  their own personal resons and care little 
  for anything else, so all weirdlings tend 
  to lean towards a neutral disposition. Of 
  course there are exceptions.
  course there are exceptions.
  Size: Weirdlings usually tend to be the 
  size of taller humans, around 6 feet. Your 
  size is Medium.
  Speed: Your base walking speed is 30 
  feet.
  Leiras Blessing: A weirdling can choose 
  to look like any race in the world (althou 
  they usually look like humans), once they 
  choose their “alter ego” it is the one they 
  will use forever. This illusion can be 
  broken if the weirdling falls beneath 10% 
  of their health, once that happens the illu-
  sion drops and every creature that can 
  sion drops and every creature that can 
  see the weirdling must make a Wisdom 
  saving throw (DC 8 + weirdlings proficien-
  cy bonus + weirdlings Constitustion modi-
  fier) if they fail they fall under the same 
  effect as the Fear spell. They can repeat 
  the save each round if they fail.
  Weirdtongue: A weirdling can communi-
  cate with their own kind telepathically in 
  their own language across 50 feet of dis-
  tance.
  Worm Climb: A weirdling can climb at 
  the same speed as their base walking 
  speed, but for that to take effect they 
  need to dispell the illusion of their hands 
  and feet. A creature with passive percep-
  tion of 15 or higher can notice the worms 
  where hands and feet are supposed to be.
  Languages: Common and Weird (Weri-
  dling language, to others it sounds like 
  incomprehensible whispers).
  Your weirdling has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Charisma 
  score increases by 2, and your Wisdom 
  score increases by 1.
  Age: 
  Age: A wierdling swarm grows to, what 
  others would call, maturity when they are 
  about 50 years old and can live as long as 
  900 years.
  Weirdling Traits
   Weirdlings use ancient Meztican names 
  of their forefathers so that they never 
  forget what they were. Weirdling names 
  are also unisex even thou some sound 
  more male or female.
  Weirdling Names: 
  Weirdling Names: Akashi, Amittai, 
  Kochav, Mizmor, Nava, Shabtai, Tsedef, 
  Yanina, Zoharit...
  Weirdling Names
   In time the Weirldings in these secret 
  communities learned to live with them 
  selves and even fall in love with eachoth-
  er. All weirdlings are without real gender 
  (they can only remember what they once 
  were), but when two weirdling swarms 
  merge they can, by combining their 
  worms , produce a third smaller swarm 
  worms , produce a third smaller swarm 
  that will grow in time, it will have a 
  unique conciousness with values of both 
  “parents”. Many of these new weirdlings 
  weren’t content with living in isolated 
  communities but were scared by the sto-
  ries of their elders of their kind being 
  killed on sight. Leira, the goddess of lies 
  and illusions saw an opportunity in these 
  young ones. She sent one of her servants 
  to a weirdling colony, shrouded to look 
  like one of them. This individual whis-
  pered about a chance of freedom into the 
  ears of the young ones, about this god-
  dess who, just for praising her name, will 
  grant you power to change how one looks 
  and grant freedom to roam the world. 
  Thus the first of many secret cults of 
  Leira in weirdling communities was born. 
  Leira grants any weirdling that bows to 
  her the power of illusion, they can take 
  up one form they choose for life to roam 
  up one form they choose for life to roam 
  the world. Just by their existance they are 
  walking living lies and thus please and 
  make Leira more powerful. If a cult or a 
  worshiper of Leira is discovered within a 
  weirdling community they are exiled im-
  mediately never to be welcomed by their 
  people again.
  Cult of Leira
  36
  
   Xirti were the original rulers of the archi-
  pelago nation of Kozakura. It was a rule 
  wrapped in tradition and a rigid caste 
  system. When the first humans came to 
  their lands xirti paid little heed to this 
  weaker and inferior race. Little did they 
  know that these humans wanted their 
  lands, they came back in thousands. The 
  lands, they came back in thousands. The 
  battle was fought to a stalemate, althou 
  the humans outnumbered the xirti 40 to 
  1, xirti proved a greater challendge than 
  they imagined. It was, at that time, that 
  the local tribe of nagas decided that this 
  is the time to strike at their anciet foes 
  and conquer the islands of Kozakura. The 
  and conquer the islands of Kozakura. The 
  humans and xirti joined forces against 
  this new threat. The battle was hard but 
  in the end their alliance triumphed. Even 
  thou they won the xirti were decimated 
  and the human numbers still stood strong 
  and the humans still wanted Kozakura as 
  their land. The xirti had no choice but to
  their land. The xirti had no choice but to
  Fal l en L or d s
   Aesthetically xirti look almost indentical 
  to humans, they come in all shapes and 
  sizes as humans do with one crucial 
  exception, xirti eyes are pure white. 
  exception, xirti eyes are pure white. 
  Some would assume that the xirti people 
  are blind but they are not, their pupils 
  are just so pale that they blend complete-
  ly with the rest of the eye. But, the defin-
  ing feature of the xirti race that sets 
  them from all the other human-like races 
  is that their blood is poisonous to all 
  other races and creatures. Althou, apart 
  from the eyes, they look almost indentical 
  to humans on the outside, on the inside 
  xirti are different with organs completely 
  alien to that of a human. 
   “I must say I am honored to be in such 
  high company Himurashi-san.” said the 
  woman with a thick veil over her face. Even 
  thou one could barely see the contures of her 
  face, it was more than apparent that a great 
  beauty was beneath that shroud. The man 
  across her wore a kimono so richly orna-
  mented that it alone could feed a small vil-
  mented that it alone could feed a small vil-
  lage. “The honor is all mine, for I am bask-
  ing in the presence of one so beautiful as 
  you, dear lady Tomoyo.” he said as he 
  poured a glass of umeshu for her and left 
  the bottle for her to pour him as the custom 
  demanded. Looking straight at his eyes 
  lady Tomoyo reached for the bottle and acci-
  dentally cut the tip of her finger on a knife  
  next to the bottle. “My dear are you al-
  right?” Himurashi asked grabing her hurt 
  hand. “I will be if Himurashi-san kissed to 
  make my poor finger feel better” she replied 
  lovingly and so he did. “Ah much better, 
  now tell me Himurashi-kun, how do you 
  sleep these days?”, Himurashi would yell at 
  her for adressing him in a such disrespect-
  ful manner but he had trouble breathing. “I 
  would have great problems getting myself 
  to sleep after signing orders that would 
  leave 3 villages starving to death” her voice 
  became sharper as she took of her vail reveal-
  ing a bautiful raven-haired woman with 
  eyes of pure white. “But I know your death 
  will bring me, many, many, peaceful 
  nights...” She walked out as gracefully as 
  she entered leaving the twitching body of 
  Himurashi on the floor...
  X i r t i
  37
  
  Alignment: Xirti are a race that cares 
  little about matters that don’t concern 
  them personally, so they tend to be neu-
  tral. Apart from that they can be good and 
  evil in equal measure.
  Size: Xirti tend to range from 5 feet to 
  well over 6 feet in size. Your size is 
  Medium.
  Speed: Your base walking speed is 30 
  feet.
  Bloody Blades: 
  Bloody Blades: Once per short or long 
  rest a xirti can, as a bonus action, 
  damage themselves for 1d6 damage by a 
  slashing or piercing weapons, the weapon 
  deals bonus poison damage equal to the 
  damage you’ve taken for 3 rounds. Xirti 
  can’t bottle their blood since it coagu-
  lates rapidly.
  lates rapidly.
  Venomous Blood: Xirti have resistance to 
  poison and roll Constitution saving 
  throws with advantage against being 
  poisonded.
  Vipers Kiss: Once per 24 hours, if a xirti 
  kisses a willing victim they make a 
  Constitution saving throw (DC 8 + xirtis 
  proficiency bonus + xirtis Constitution 
  modifier), if they fail they take 2d10 
  poison damage and are paralized for the 
  next 1d4 hours, if they succeed they still 
  take the damage but are not paralized.
  Languages: 
  Languages: Common and one more lan-
  guage of choice.
   Your xirti has a number of traits that are 
  common with their kind.
  Ability Score Increase: Your Constitution 
  score increases by 2, and your Dexterity 
  score increases by 1.
  Age: 
  Age: Xirti tend to live to about the same 
  age as humans but they mature much ear-
  lier at the age of 14.
  X i r t i  T ra i t s
   In the eyes of the xirti each and everyone 
  of them is unique. No xirti has the same 
  name and the parents go out of their way 
  to give their children unique names. But 
  as it happens, there are cases where two 
  xirti have the same name. Should they 
  meet or even hear of one another, they 
  will duel eachother for their name, the 
  will duel eachother for their name, the 
  looser of such a duel would be stripped of 
  its own name and forced to wear the 
  name of his opponents choosing.
  Male Names: Chumroshi, Gesetsu, 
  Katsuno, Mimoto, Shinohita...
  Female Names: Aideko, Kayano, Risuzu, 
  Tamashino, Watako...
  X i r t i Na m e s
   Because of their poisonous blood the 
  xirti people have turned to the art of sub-
  terfuge and assassination. It makes the 
  job much easier when your blood is one 
  of the tools of your tarde. While the base 
  of all organizations are located in Kozaku-
  ra, they usually operate outside of the ar-
  hipelago empire, since they are too well 
  known in their own homeland. The secret 
  to their organization is that everything 
  that they do is to gain enough wealth and 
  resources to one day overthrow the false 
  human emperor and restore the true xirti 
  rule. Other xirti that are not part of such 
  organizations work as assassins for hire 
  organizations work as assassins for hire 
  or, the more buissness mided of them 
  work as alchemists, even selling anti-
  dotes for their own poisons. That being 
  said, xirti alchemists and apothecaries 
  are one of the most respected in the 
  lands.
  A s sa s s i ns 
  and 
  Alc h e m i s t s
  surrender. Even today the xirti will tell 
  stories about their brave ancestors who 
  charged into naga spells and of cowardly 
  greedy humans who stayed in the back-
  lines.
  38
  
   Life in the Raurin desert is harsh, the un-
  forgiving heath, lack of a stable source of 
  food and water, roaming raider tribes, not 
  to mention the occasional efreet. To 
  battle these difficult living conditions the 
  ancestors of the zarashrin found the way 
  to cooperate with the local insect life. 
  They gave up their bodies so that the in-
  They gave up their bodies so that the in-
  sects could make hives and have protec-
  tion form the heath and predators and in 
  return the insects brought nutrients 
  zarashrin needed to survive directly into 
  their bodies. As the years passed the 
  zarashrin offered their children in rituals 
  as futre hives and the bond between them 
  and the insect species grew stronger. 
  There was a down side to all this, a 
  zarashrin must at all times keep the 
  number of their colony under control or it 
  will overflow their system and destroy 
  them from the inside. The willing mutila-
  tion of their bodies, while it had its 
  Walking Hives
   Zarashrin, the native people of the harsh 
  desert wasteland called Raurin. By their 
  build and skin they looked like dark 
  skinned humans. The things that set 
  them physically appart from humans were 
  the eyes, that were always of green color 
  and where humans eyes would be white 
  zarashrin were a sickly yellow. They wore 
  zarashrin were a sickly yellow. They wore 
  robes of different shapes and sizes, these 
  robes were not a fashion statement nor a 
  cultural thing, they served a practical pur-
  pose. Zarashrin robes covered up disfig-
  ured areas of their body, for these people 
  lived in symbiosis with the insects of the 
  desert and served as their hives.
   In a secluded shack located within the 
  dock district of the grand city of Neverwin-
  ter, the so called “Butcher” prepared to 
  finish off his latest victim. He sat in front 
  of the tied up woman, slowly sharpening 
  his blade, enjoying every time she would 
  twitch as he pulled the sharpening stone 
  faster across the blade. There was no joy in 
  faster across the blade. There was no joy in 
  the killing act it self but he reveled in the 
  fear of his victims, the anticipation of what 
  was certainly to come. The only thing that 
  was disbalancing, otherwise a perfectly gru-
  some scene, was an insect buzzing around 
  the shack. The loud noise it made annoyed 
  the butcher, limiting his enjoyment. That 
  would not stand, before anything he would 
  squish this bug who dares ruin his only 
  joy in this life. He chased this insect, un-
  successfully trying to end it’s existance 
  much to his frustration. As he was hitting 
  the walls and knocking chairs down, a 
  whole garrison of guards barged in. “Local 
  folk complained about the noise, corporal 
  here went to investigate and saw you 
  through the cracks. It was you all the 
  time... Lord Alagondar will see you now.”. 
  As they put the man in chains and freed 
  the girl, the insect who vexed the butcher 
  flew out the door and in a dark ally around 
  flew out the door and in a dark ally around 
  the corner, where a robed, dark skinned 
  man waited, “Good, you did good my 
  firend, now rest.” he said as the insect dis-
  appeared under his robes...
  Zarashrin
  39
  
  Your zarashrin has a number of traits 
  that are common with their kind.
  Ability Score Increase: Your Wisdom 
  score increases by 2, your Constitution 
  score increases by 1 and your Charisma 
  score is reduced by 2.
  Age: 
  Age: The zarashrin people payed a dear 
  price for their symbiotic relationship with 
  the insects. They mature at the same age 
  the humans do but their life is halved 
  which means the zarashrin usually perish 
  in their 50s.
  Alignment: Zarashrin are stoic people 
  who usually don’t indulge in humor and 
  what others would call “fun activities”. 
  They concern them selves with survival 
  but have a strong sense of justice and are 
  almost never malicious. Zarashrin than 
  tend to be Lawful Neutral.
  Size: 
  Size: Zarashrin tend to be the same size 
  as humans, from 5 to 6 feet. Your size is 
  Medium.
  Speed: Your base walking speed is 30.
  Hive Care: 
  Hive Care: If a zarashrin is ever totally 
  submerged in any sort of liquid he will 
  fall to 0 hit points as a result of the en-
  tirety of their swarm leaving them. They 
  regain the same amout of health they had 
  before submerging as soon as they are on 
  dry again. 
  Tracker Bug: Once per short or long rest 
  a zarashrin can, in a range of 30 feet, 
  make a Dexterity (Stealth) check opposed 
  to a targets passive perception. If they 
  succeed, they can implant the target with 
  a tracker bug. As long as the bug stays on 
  the target the zarashrin knows their 
  exact location within 500 feet of them.
  exact location within 500 feet of them.
  Vengeful Swarm: When zarashrin fall un-
  concious by any other means except the 
  effects of “Hive Care”, a swarm of insects 
  will exit and circle their body. The swarm 
  will attack any enemy within 5 feet of the 
  unconcios zarashrin untill they regain 
  consciousness.
  Languages: Common.
  Swarm of Insects
  Medium swarm of Tiny beasts
  Armor Class 12
  Hit Points 22
  Speed 20 ft.
  STR
  3 (-4)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  1 (-5)
  WIS
  7 (-2)
  CHA
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed,
  petri�ed, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages ----
  Challenge 1/2 (100 XP)
  ACTIONS
  Zarashrin traits
   Zarashrin names typically end in vowels. 
  Since zarashrin religion revolves around 
  spirits, one can find many people with the 
  same name inside one family. This is be-
  cause the zarashrin believe that, like this, 
  they will confuse evil spirits if they come 
  for them.
  Male Names: Anias, Boaz, Damorea,  
  Ndiaye, Omare, Sunja, Zomo...
  Female Names: Aisha, Busi, Jada, Luliya, 
  Masozi, Nyala, Surabi... 
  Zarashrin Names
   As time passed the zarashrin people de-
  veloped a slight telephatic bond with 
  their symbiotic tenants. This gave them 
  the abilities to control individual or a 
  group of insects and even develop what 
  someone would call a friendship bond 
  with them. Out of fear of persecution, 
  zarashrin that leave their communities 
  zarashrin that leave their communities 
  are rare but not unheard of. Some of 
  them refuse to spend their short lives in 
  their desolate homeland and go out to see 
  what the world holds. But before they 
  leave they are sworn to secrecy by intro-
  ducing a dormant spider which is implant-
  ed on their spinal cord, if a zarashrin was 
  ever to reveal the location of their people 
  the spider would wake and release a 
  deadly venom that would destroy the 
  zarashrin in question and their hive.
  Wandering masters 
  of the Swarm
  merits, halved their lifespan. Every 
  zarashrin would say that it was a worthy 
  sacrifice for the survival of their race 
  althou not every other race would agree.
  40
  
  single target, they are a force to be 
  feared. It’s a good thing that 90% of the 
  time the ettineed heads can’t agree on 
  anything. 
  This race is meant to be played by two
  players. Each player gets control over
  one head and an arm on the same side 
  where their head is, they share the rest 
  of the body. If players disagree on 
  where they should go they should 
  resolve the argument by the ancient 
  resolve the argument by the ancient 
  game of rock-paper-scissors, the 
  winner gets to decide where they go 
  or makes the final call in a decision. 
  Each head can be of a different class.
  Race for Two Players
   Like their ettin parents, ettineed twin 
  heads are two individuals trapped in the 
  same brutish body but unlike ettins, the 
  intelligence of the heads can vary. One 
  head can be as intelligent as an ettin (not 
  much) and the other can be a genious 
  (unlikely, but they can be). Each head
  has its own mind, personality, and name, 
  has its own mind, personality, and name, 
  and possesses unique preferences and 
  quirks. Bound from birth, both minds 
  only rarely experience privacy or soli-
  tude. This familiarity breeds contempt, 
  and if one head is smarter than the other 
  it might manipulate their “twin” into 
  doing things their way, but usually most 
  doing things their way, but usually most 
  of the time they just argue. One more 
  huge difference is while the heads of an 
  ettin are always the same gender, the 
  heads of an ettineed can be of different 
  genders. The body of an ettineed is ster-
  ile and has no obvious gender specific 
  body parts. In rare occasions when both 
  heads are focused on one cause or, gods 
  forbid, both are focused on destroying a 
   Ettineeds are large humanoids, result of 
  breeding ettins with any other race, usual-
  ly the case of a female ettin and an orc 
  mating. Their skin is usually a dark gray 
  with tints of blue and purple. As ettins 
  they have two heads, with usually dirty, 
  messy or dreadlock hair. Most of the time 
  they dress them selves in animal pelts 
  they dress them selves in animal pelts 
  and furrs that they made themsleves from 
  the animals they hunted.
   “WHO SAY THAT?!”
  “I did.”
  “WHO IS I?”
  “Must we go through this every day?”
  “WHO IS I?!”
  “Your unfortunate co-owner of this sorry 
  “Your unfortunate co-owner of this sorry 
  body..”
  “HUH???”
  “Turn to the left... NO! Turn your head to 
  the left... OTHER LEFT! Hello.”
  “OH HI! BE CAREFULL I HEARD VOICES 
  JUST NOW.”
  “F**k my life...”
  “F**k my life...”
  -A ususal argument between ettineed heads
  41
  
  One Body: When creating an ettineed 
  race character, both players roll for 
  Strength, Dexterity and Constitution, the 
  larger score of each player is taken and 
  those attribute stats are shared between 
  both players as are their Health Points 
  and Armor Class. When they fall uncon-
  scious, the players decide who will be the 
  scious, the players decide who will be the 
  one who rolls for death saving throws. If 
  one “head” uses the dash action on their 
  turn the other one is unable to use the 
  dash action on their turn.
  Two Minds: Players roll individually for 
  Intelligence, Wisdom and Charisma. 
  Those three stats are separate for each 
  head. Since the nature of an ettin is such, 
  it is immune to charm or fear effects, 
  since there will always be the other head 
  to snap the first one out.
  Two Heads are Better than One: 
  Two Heads are Better than One: Etti-
  needs have advantage on all Wisdom (Per-
  ception) checks and rolls against being 
  blinded, deafened, stunned, and knocked 
  unconscious.
  Languages: Common, Orc and Jotun 
  (Giant).
  Your ettineed has a number of traits that 
  are common with their kind.
  Ability Score Increase: Your Strength 
  score increases by 2,  your Constitution 
  score increases by 2, your Intelligence 
  score is decreased by 2 and your Charis-
  ma score is decreased by 1.
  Age: Ettineeds mature fairly early at the 
  age of 15 and live to be up to 80 years 
  old. 
  Alignment: Ettineeds are always in two 
  minds, since they have two heads, as a 
  singular creature they are always chaotic. 
  Size: 
  Size: Ettineeds grow to be about 8.5 feet 
  to 9 feet tall and weigh an average of 700 
  pounds. Your size is Large. 
  Speed: Your base walking speed is 35 
  feet.
  Darkvision: 
  Darkvision: Both heads 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 buy they can’t discern color in 
  darkness, only shades of gray.
  Make Due With What You Have: 
  Make Due With What You Have: When 
  casting a spell one hand is enough for 
  any somatic components.
  Never in Agreement: 
  Never in Agreement: The two heads roll 
  initiative separately and during their turn 
  in combat take control over the rest of 
  the body with the exception of the other 
  head and arm.
  Large Build: 
  Large Build: Because of your large size 
  you take up a 10 by 10 foot area. You still 
  have a 5-foot reach. You are able to grap-
  ple huge creatures. Your mount must be 
  at least one size larger than you. You re-
  quire double the food in comparison to 
  humans. You can wield two-handed weap-
  ons as one-handed weapons (Each “head” 
  can wield one two-handed weapon and 
  attack on their turn but they can’t use two 
  weapon fighting since they control only 
  one hand). If you use small weapons you 
  do so with disadvantage.
  Ettineeds like ettins usually merge the 
  name of each head into one head, so if 
  one head was called Grog and the other 
  Lilly, the combination would be Groglilly.
  Male Head Names: Gor, Kevdrah, Olbguh, 
  Uhnosh, Zhar...
  Female Head Names:
  Female Head Names: Caala, Lilly, Nessa, 
  Rea, Zeeka..
  42
  
  Akeiron;
  Ancorgil;
  Artfall;
  Conceptopolis;
  Daniel Pietschmann;
  Dao Le Trong;
  Darious K;
  Darious K;
  Dave Srightmind;
  David Hueso;
  Eric Belisle;
  hero339;
  Huussii;
  Hynwoo Lim;
  Jason Coats;
  Jason Coats;
  Jason Engle;
  jessielp89;
  Josh Corpuz;
  Josh Eiten;
  kerembeyit;
  Klaus Pillon;
  Larian Studios;
  Larian Studios;
  MaR-93;
  Marc-Ross Michaud;
  Marko Djurdjevic;
  Marko The Sketch Guy;
  Meredith Dillman;
  Miguel Regodon;
  Naxor; 
  Naxor; 
  Paizo Inc;
  Peter Lazarski;
  Pharamol;
  Randy Gallegos;
  Sam Brooks;
  Tim Kings-Lynne;
  Wavenwater;
  Wavenwater;
  Wayne Reynolds;
  Will O'Brien;
  Wizards of the Coast;
  Yang Qi;
  YngvarAsplund;
  Yuikami-da.
  Art Credits
  43
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Tales of Lost Races.pdf