Humanoid Monstrous Playable Race1. Name of the race
Harpy Runt2. Origin
Some unions between Harpy and Humanoids do not provide the strong Harpy blooded progeny that was hoped for. Some take on more of their humanoid tendencies and once they mature they are sent away from the flock to make their own way in the world.
3. Distinguishing physical features
Harpy Runts have stunted wings that don't grow in unless they train and become stronger. They also have hard scale-like plates covering some portions of their bodies like their feet, shins, back of hands and forearms.
4. Distinguishing psychological characteristics
Harpy flocks tend to have sadistic and gruesome habits among themselves. As the runts grow up in this culture they find the outside world to be much different and varied. This culture shock can make it hard to adjust in come circles.
5. Do they have a favored habitat (mountains, deserts, etc.)
They might feel more comfortable adapting into other societies near cliffs and coastal regions but most prefer some elevated rocky terrain nearby in some fashion.6. Population size. Worldwide, do they number in the millions? Tens of thousands? Less? Why?
Harpy Runts number in the Hundreds. Firstly, it is rare for a union of Hapry and Humanoid to happen. It also regularly sees the nature of the Harpy overpower any other heritage. Lastly, some of the more barbaric tribes train these runts up as offerings, hunting them an dedicating the kill to whatever they believe in.
7. Population density.
See above
8. Race relations.
Due to their origins, many who only know of them in passing are easily fearful of the Harpy Runt's upbringing effecting them. Individual Runts will vary and due to their low number, true inter race relations are on a more individual level.
9. Does the race have any subraces? Describe one.
No subraces10. Famous members and groups of the race. A king? A hero? A villain? A trade guild? An army? (multiple entries)
Sheekra Talons is one of the most well known Harpy Runts, at least in name and reputation. She leads an infamous gang of thieves, The Red Threads, who specialise in pick pocketing.
11. Extra stuff. Feel free to add any pertinent information about this race. (multiple entries)
N/AStat BlockA. Ability score modifications.
B. Racial features (post one)
C. Subrace ability score modifications and racial features (post one)
Ability Scores. +2 Dexterity, +1 Charisma (or choose +2 in one and +1 in any other)
Size. Small or Medium
Speed. 30ft.
Claws. Your hands end in sharp talons which count as natural weapons. Your unarmed strike does 1d4 + your strength modifier.
Developing Wings. As long as your wings are not restrained and you are conscious, you can use a reaction to spread them to reduce your falling damage by half (rounded up)
Fall with style. You gain this feature at level 5. You can use your reaction to spread your wings. As long as you have at least 30ft of space to move horizontally, you can glide, also falling 30ft per round as long as you are using your reaction for this each time.
Truely Monstrous Playable RaceBecause I love them:
1. Name of the race
Flumphian
2. Origin
Flumphs were once rather secluded from the world, kept isolated not just because they were in the underdark, but also because of the measures they took to keep away from their environs dangers. As adventurers continued to delve deeper and interact with individual Flumphs, these beings went back to their clans and shared more and more knowledge. Flumph societies started piecing together more of the puzzle that was 'Outside the Cave' and so this was the catalyst of Flumph adventurers. Flumphs who saw themselves not apart of the main mind connection of the clan but individuals who could travel Away, and Learn.
3. Distinguishing physical features
Flumphs, unless separated due to a misfortune, tend to travel in small groups or pods. Adventurous Flumphs will actively seek out this separation from other Flumphs. They will often also adorn some type of clothing or accessories to individualise themselves. Most end up becoming a few shades darker than their subterranean fellows as being in the sun will do that. 4. Distinguishing psychological characteristics
When together, Flumphs can be very like-minded. Newer adventurous Flumphs can sometimes be the complete opposite, jumping between differing opinions, alternating favourites and cycling through interests. The more stable and assured a Flumphian is, the longer or easier it has settled into it's individuality. Flumphs also are also usually very honourable when it comes to trust.
5. Do they have a favored habitat (mountains, deserts, etc.)
This is varied from Flumph to Flumph though almost none of them are inclined to hot and dry climates due to the nature of their physiology.
6. Population size. Worldwide, do they number in the millions? Tens of thousands? Less? Why?
Hundreds. Not many Flumphs break away from everything they know and understand. Adventuring into the Unknown is against their nature so when one does appear it is rare and anywhere above where the Underdark may be.
7. Population density.
See above.
8. Race relations.
Due to the lack
9. Does the race have any subraces? Describe one.
There are 3 varients:
Glimmerdark. An underwater sea based variant of the Flumphs.
Faedark. When Flumphs have wafted into a Crossing they can become a more Sylvan version of Flumphs
Shadowdark. If a Flumph enters a shadow too dark for the Underdark they may turn into a grim version of a Flumph.
10. Famous members and groups of the race. A king? A hero? A villain? A trade guild? An army? (multiple entries)
Captain Flapjack 'Noodlebeard' the Flumph, captain of the Big Wood Float and it's crew, the Stacked Jacks. This Flumph came from a colony that lived near a watery sinkhole. More than one pirate ship crashed through and Flapjack was entranced. They left the Underdark with some of the gold collected from the broken ships and bought their own. Now they sail the seas, doing what they believe is a pirates life. In reality, Flapjack's antics are closer to that of a comedic pirate from childrens stories who is more of a nuisance. Unfortunately due to the rare treasures in Flapjacks source of funds, the Big Wood Float and the Stacked Jacks are some of the best money can buy so few can effectively defend against Flapjacks interactions. No one is ever hurt too badly, Flapjack just leaves some hogtied (literally tied to pigs they bring along), clapped in irons (stuck between two iron plates), makes them walk the plank (Flapjack forces them to run up and down the deck which is rather tiring) and pressganged (Flapjack fondles the entire captures crew with their tendrils which really just makes everyone but Flapjack feel increasingly uncomfortable).
11. Extra stuff. Feel free to add any pertinent information about this race. (multiple entries)
Flumphs learn sooner or later that merely being on the surface is dangerous for them. Due to their magical nature and rarity, they can be sought after by arcane users or creators as some of their physiology is thought to enhance various telepathic or levitation based spells or devices.
Stat Block
A. Ability score modifications.
B. Racial features (post one)
C. Subrace ability score modifications and racial features (post one)
Ability Scores. +2 Intelligence, +1 Dexterity (or choose +2 in one and +1 in any other)
Size. Small
Speed. 30ft.
Levitate. You levitate 5ft off the ground. You can lower yourself down to the ground or use a reaction to raise yourself up to 10ft off the ground you are on, both take up 5ft of movement.
Bounce. When you fall from a height no greater than 30ft onto a solid surface, you can use your reaction at the point of landing to take half damage and bounce. You can land on a point within 15ft of where you bounced from.
Acid Barbs. Though a Flumphs nature is to flee, they still have small acidic barbs on their tendrils. Your unarmoured attack does acid damage.
Prone Deficiency. If the Flumph is knocked prone, roll a die. On an odd result, you land upside-down and are incapacitated. At the end of each of your turns, you can make a DC 10 Dexterity saving throw, righting yourself and ending the incapacitated condition if you succeeds.
Stench Spray. Once per day, you can emit a foul smelling spray. Each creature in a 15-foot cone originating from you must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Variants: If your Flumph isnt from the standard locations in the underdark, pick one feature below and replace your Stench Spray.
Glimmerdark Variant:
Chilling Spray. You spray a concentrated burst of cold water at a target within 15ft. The target must make a DC 10 Dexterity saving throw or their speed drops to 0 for this round. You can use this feature once per short or long rest.
Faedark Variant:
Spore Spray. Once per day, you can emit a sweet smelling spray. Each creature in a 15-foot cone originating from you must succeed on a DC 10 Constitution saving throw or they begin to feel sleepy. Until the end of their next turn, they have disadvantage on all attack rolls, ability checks, and saving throws that rely on Dexterity. This is not blocked by the Fey Ancestry feature.
Shadowdark Variant:
Noxious Spray. You can emit an acrid spray a number of times equal to your proficiency modifier. Each creature in a 15-foot cone originating from you must succeed on a DC 10 Dexterity saving throw or be coated in a caustic liquid that deals 1d6 acid damage. A creature covered in this spray continues to take 1d4 acid damage at the end of each of their turns unless they or another creature use their action to try to slough off the spray.