TEXT: "OBJECTION!"
  A gasp shot through the courtroom before it fell to dead
  silence. All eyes were on the outstretched �nger of Slick
  Feenux, the defense attorney aiming their sights on the
  witness stand.
  The witness’s long ears reared back over his auburn
  mullet. “W-what letter of the alphabet you stuck on,
  Feenux?" he mumbled, trying to hide his nervous shiver.
  "In your testimony," Feenux started, "you said you threw
  eyes at the victim's continuous �ame lantern from your
  kitchen window one week before the scene popped. But
  that's impossible!" They proceeded to grab a piece of
  parchment and hop up onto their desk in one �uid motion.
  "I'd like to pull the court's eyes back to the victim's note —"
  "Objection, Honey Feenux," snapped a furrow-browed
  Cold Worthwuss from under small, downturned antlers.
  "We've seen the note up and down. Give it a rest before you
  hop to conclusions."
  “You sure have seen the note, Brother Worthwuss,”
  swarmed Feenux. “Up and down.” They held the parchment
  up to show the victim’s note, written in blood. "But how
  about you see it from the other side!"
  As Feenux �ipped the parchment over, another gasp hit
  the courtroom. Even Worthwuss’s pointed ears stood up
  straight. Everyone had �gured it out except for the witness,
  who still looked blankly at Feenux before asking, “What are
  you serving us now?"
  "The victim wrote their note on the back of a spell scroll. A
  spell scroll for continuous �ame." Feenux rolled the scroll up
  and pointed it towards the witness. "Spin it. How could you
  throw eyes at a continuous �ame lantern if the continuous
  �ame scroll was never used?"
  The witness’s eyes and mouth opened wide. His ears
  buried themselves deep into his thick mullet. He was
  cornered.
  The long-eared folks are a reclusive and careful people rarely
  seen outside their own communities. Even so, hillabies have
  existed for thousands of years, a testament to their hardiness
  and effective survival strategy.
  Short and Stout
  Hillabies all have thick, bottom-heavy builds and short statures
  that keep them tough and close to the ground. Their powerful
  legs can quickly lead them out of danger's grasp, either by
  bounding high into the air or tunneling deep into the ground.
  Some hillabies even grow a set of antlers to protect their heads
  from predators overhead. Most distinct are their tall, hairless
  ears, which are rumored to be able to pick up on conversations
  nearly a mile away with crystal clarity.
  The hillaby bears a notable, passing resemblance to both the
  rabbit and the hal�ing. Legend has it, a tear in the Weave
  in�icted unspeakable arcane damage upon the Realms that no
  hillaby rule could prepare them for. Many hillabies dug deep
  into the earth until the ripples of magic subsided. The majority
  of hillabies aboveground were magically transformed into
  rabbits and almiraj.
  By a stroke of luck, however, some hillabies withstood the
  havok with minimal changes. These folks eventually settled into
  their own communities as hal�ings, referencing their old lives
  as stories to pass down from generation to generation.
  A Rule For Everything
  Hillabies adhere to a large set of rules that have been created
  and revised throughout the years to ensure the safety and
  equity of their community. These rules range from major
  tenants such as “ensure at least one of you escapes danger” to
  the minutiae of “spoons should be placed on the right side of
  the bowl.”
  The sheer number of these rules would overwhelm even the
  most brilliant of wizards; it’s nearly impossible to always follow
  them all! This practice has led to an unusual judiciary system,
  where hillabies argue rule revisions as an art form or sport. The
  courtrooms are public theaters, transforming into playhouses
  over any matter short of murder. The perpetrator usually has
  little to worry about in the case of minor offenses; they serve
  out most of their punishment by sitting center stage of the
  performance.
  Over Hills and Under Foot
  Hillabies don’t stray outside their communities often. This life
  of seclusion and order can be sti�ing for teenagers and young
  adults who dream of adventure and exploration. Some act on
  those dreams. Alternatively, a court order could very well lead
  to exile.
  The rare hillaby found in common society might stick closest
  to their hal�ing cousins. They eventually either settle into a
  manual role that makes use of their hardiness, or a clerical job,
  to help keep things orderly. Given the opportunity, they could
  become the most fearsome attorney in a court of law, or at the
  very least make sense of Waterdeep's Code Legal.
  �e Hillaby
  �e Hillaby
  A PC Race Option for D&D
  A PC Race Option for D&D
  Created by Willy Abeel, Leon Barillaro, & Steven Barrett
        Art by Sidney West & Freepik
        Find more D&D5e content: http://bit.ly/Willy5e
  Created by Willy Abeel, Leon Barillaro, & Steven Barrett
        Art by Sidney West & Freepik
        Find more D&D5e content: http://bit.ly/Willy5e
  STOUT BANGUS
  
  Hillabanter
                                            At the center of hillaby culture is their
                                          language. The distinct hillaby manner of
                                      speech is rapid and quickly communicates a
                                      large number of ideas. Hillabanter itself is
                                         familial and �lled with many colloquialisms,
                                      making following along easy for other
                                  community members and no one else. The
                              language is supposedly a proto-language of
  Hal�ing, but any similarities can only be seen on parchment
  given the differences in how they’re spoken.
  Hillaby Names
  Hillaby names are traditionally guttural sounding words, such
  as Haldus and Bangus. They're also preceded by a title that
  speaks to a simple quality of the individual like Swift or Big.
  The resulting full name may leave a common speaker
  breathless, but it rolls right off a hillaby tongue.
  When addressing other hillabies or someone they're familiar
  with, it's common to refer to them as Brother [Name], Honey
  [Name], or Sister [Name] to deepen that connection.
  Hillaby Names: Angus, Chungus, Gushaul, Hanngin, Loroth,
  Pollux, Prumbus, Roofus, Rallant
  Hillaby Titles: Big, Doc, Hoppy, Quick, Riot, Sleepy, Strong,
  Tiny, Witty
  BREAKING GROUND
  As adventurers traverse all sorts of terrains, it might become
  tedious to calculate burrow speed. This chart is a Rule of
  Thumb for burrow speed based on Strength:
    Strength Score
  Category
    Less than 10
  Soft earth and sand
    10-16
  Regular earth
    17-20
  Tough earth and wood
    Greater than 20
  Stone
  If the terrain is one category above your strength score, it
  is considered dif�cult terrain. By ROT, you shouldn't be able
  to burrow through any terrain two categories or more above
  your strength score.
  Hillaby Traits
  While living the hillaby life, your character has developed the
  following traits.
  Ability Score Increase. Your Constitution and Dexterity
  each increase by 1.
  Age. A hillaby is considered an adult by the age of 30.
  They're hardy enough to live to be 400 if they follow the
  rules.
  Alignment. Hillabies are raised to be lawful and to look
  out for their compatriots. Order is what's kept them all safe
  for many years. However, hillabies who've left their
  communities may have different plans for themselves.
  Size. Hillabies aren't much taller than 3 feet tall (excluding
  their ears), and they weigh around 100-120 pounds. Your
  size is Small.
  Keen Senses. You have pro�ciency in the Perception skill.
  Rattled. Whenever you take damage, you add +2 to your
  Strength (Athletics) checks and Dexterity (Acrobatics)
  checks until the end of your next turn. This bonus does not
  stack.
  If you are in combat when you take damage, your initiative
  also increases by 1, moving you up in the initiative order
  accordingly. If this would move you higher than the source of
  damage in the initiative order, you take your turn
  immediately after theirs for this round.
  Languages. You can speak, read and write in Common and
  Hillabanter. Hillabanter is akin to Hal�ing in structure, but
  very little overlap in words. In general, your speech in any
  language is �lled with unique idioms and phrases that the
  uninitiated might �nd dif�cult to understand.
  Subrace. There are two distinct family lines of hillabies,
  burrowfoot and treehorn, that have grown to compliment
  their respective societies. Choose one of these subraces.
  Burrowfoot
  The broad extremities of the burrowfoot line are noticeably
  bigger than their treehorn siblings. These powerful hillabies
  can break into the ground and reinforce their covert homes.
  Ability Score Increase. Your Strength increases by 1.
  Speed. Your base walking speed is 25 feet. You also have a
  burrowing speed of 25 feet.
  Limited Darkvision. You can see in dim light within 10
  feet of you as if it were bright light, and in darkness as if it
  were dim light within 20 feet of you. You can't discern color
  in darkness, only shades of gray.
  Burrowing Body. Your hide grants you advantage on
  Strength and Constitution saving throws while burrowing.
  Treehorn
  Members of the treehorn line are distinguished by their
  antlers. These horns protect their heads from overhead
  hazards as they leap through the air on patrol.
  Ability Score Increase. Your Dexterity increases by
  another 1.
  Speed. Your base walking speed is 35 feet.
  Standing Leap. Your long jump is up to 20 feet and your
  high jump is up to 30 feet, with or without a running start.
  Bounding Body. The damage you take from falling is
  reduced to 1d4 bludgeoning damage for every 10 feet you
  fall, to a maximum of 20d4.
  SWIFT LONGINUS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Hillaby.pdf