Old Gus Beastfolk PDF

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The document provides supplemental rules and mechanics for 18 beastfolk races to expand player options in Dungeons & Dragons 5th edition.

18 different beastfolk races are described including the Aaratica, Apelong, Bullywugs, Cha'pa, Elkin, Giff, Gnolls, Grung, Haashir, Kamelon, Kunek, Ludai, Nychterids, Pangolo and Zanzaro (which has Soldier and Worker subraces).

Zanzaro soldiers have increased Strength, a base AC of 16 from their hardened carapace, can use their limbs as weapons, gain proficiency with shields and weapons, and have a Surging Attack trait.

Old Gus’ Errata:

Beastfolk

Additional player races


for the world’s greatest roleplaying game
Designer’s Notes

Old Gus’ Errata: Beastfolk, v1.17 (June 5, 2019). This


TABLE OF CONTENTS
document provides rules and mechanics for beastfolk races Introduction
to supplement Dungeon & Dragons 5th Edition. This material
is not officially part of the game and isn’t permitted in On Beastfolk.......................................................................... 3
Dungeons & Dragons Adventurers League events. This is
unofficial Fan Content permitted under the Fan Content
Beastfolk
Policy. Not approved/endorsed by Wizards. Portions of the Aaratica .................................................................................. 4
materials used are property of Wizards of the Coast LLC. Apelong .................................................................................. 5
Design, Writing, Layout: Old Gus (Partario Flynn) Bullywugs .............................................................................. 7
Cha’pa..................................................................................... 8
Cover Illustration: Rob Joseph,
https://www.deviantart.com/rob-joseph Elkin........................................................................................ 9
Giff......................................................................................... 10
Featured Artists:
Gnolls ................................................................................... 11
Adrian Alejo, https://www.deviantart.com/adrianalejo
Grung.................................................................................... 12
Alfonso Pardo Martínez, https://www.deviantart.com/pardoart
Andrea Butera, https://www.artstation.com/andreabutera Haashir................................................................................. 13
Dante2906, https://www.deviantart.com/dante2906 Kamelon............................................................................... 14
Dongjun Lu, https://www.deviantart.com/dongjunlu Kunek ................................................................................... 15
Joel Hustak, https://www.deviantart.com/joelhustak Ludai ..................................................................................... 16
Joseph Lindsey, https://www.artstation.com/joe_lindsey Nychterids ........................................................................... 17
Juliane Prenhacca, https://www.artstation.com/juneru
Pangolo ................................................................................ 18
Kahito Slydeft, https://www.deviantart.com/kahito-slydeft
Opsu ...................................................................................... 19
Kieron McGuire, https://www.deviantart.com/macgwyver
Lorne Colt, https://www.deviantart.com/cowboypunk
Quillen .................................................................................. 20
Luis Lasahido, https://www.deviantart.com/lasahido Rakeesh ............................................................................... 21
Luiz Prado, https://www.deviantart.com/savedra Rhinox .................................................................................. 22
Matthieu Pierron, https://www.artstation.com/maatyeu Ursine ................................................................................... 23
Mike Mishkin, https://www.artstation.com/funzee Varkinds ............................................................................... 25
Molten Gold Art, https://www.deviantart.com/moltengoldart
Vulpini .................................................................................. 26
Rob Joseph, https://www.deviantart.com/rob-joseph
Zanzaro ................................................................................ 28
Roman Kondratenko,
https://www.artstation.com/roman_disign
Stu Harrington, https://www.deviantart.com/stuharrington Spells appear in the Player’s Handbook on page 211.
Theme Finland, https://www.deviantart.com/themefinland XGE denotes a spell appearing in Xanathar’s Guide to
Theresa Königseder-Haller, Everything on page 150.
https://www.artstation.com/klokkeblomst
Tuncer Eren, https://www.artstation.com/tuncer
Updates to this material, and more of
Viktor Titov, https://www.artstation.com/viktortitov
Old Gus’ Errata are available online:
VilKo, https://www.deviantart.com/vilko-yote

Special Thanks: Everyone over at Taverns & Dragons, Aboe


Fey and Faeries
Snowpea, and the other Dungeon Masters and their players
whose feedback has been invaluable.
Heroes of the Multiverse

Contact the Author: [email protected]


Plantfolk, Undead and Other Oddities
Tales from the Weird West

Old Gus’ Errata: Beastfolk – v1.17 2


Illustration by Rob Joseph

ON BEASTFOLK I had probably slain at least a hundred gnolls


Before I first befriended one. Like so many others of
BORN WITH THE TOOLS TO SURVIVE my kind, I had long since written them off as
unintelligent brutes with little to offer.
Bestial races can use their bodies in amazing ways,
But in time, I found them tender with their
when compared to what most folk consider the general
young- at least until puberty- and their dedication
bipedal template to be capable of. Some have heightened
to strength admirable, in its own way.
senses, and others move through obstacles that would
challenge someone else with the benefit of daily training. They are survivors.
Their origins vary: some are descended from fey in the ~ Old Gus
early verses if the song of creation, and others arose
naturally alongside humanity. Some have difficulty
integrating into societies; especially where unfounded
fear of the lycanthropy hangs over a populace.
Expanding the Official Beastfolk Races
The beastfolk presented in this document make excellent
INTEGRATION compliments to aaracockra, lizardfolk, and tortles with
peoples presented as monsters in the Monster Manual and
Most beastfolk prefer living in the wilds with their own in Volo’s Guide to Monsters.
kind, but this says more about most folks’ tolerance for
There is also an excellent Mousefolk Race by u/skybug12
their kind than anything at all about the beastfolk. available online if you go looking for it!
Some beastfolk integrate easily and eagerly into city
life, often to the derision of their own kind. Others still
use stealth and cunning to mask their nature from
intolerant folk.
A few make their presence known only to trade, and
then disappear, returning to their own civilizations deep
in the wilderness, never lingering in dangerous or
prejudiced lands.

Old Gus’ Errata: Beastfolk – v1.17 3


Haan-Hi
Haan-hii resemble ducks, geese, pelicans, boobies or
other waterfowl. They have a reputation for both passion
and formality, and do not suffer fools gladly.
A flock might include up to three dozen members of an
extended family of haan-hi. They migrate with seasons,
enjoying traditional meals that can only be enjoyed on
their long journeys spent chasing warm weather around
the world. They settle in places with a permanently
temperate climate to rear their young until they are able
to fly, and then most resume their ceaseless journeying.

Ability Scores. Your Intelligence score increases by 1.


Size. Haan-hi average 3 feet tall. They have fatty,
strong bodies that weigh between 25 and 35 pounds.
Your size is Small.
Speed. You have a base walking speed of 20 feet and a
flying speed of 30 feet. You can’t fly while wearing
medium or heavy armor.
Natural Swimmer. You succeed checks you make to
swim automatically if you aren’t wearing medium or
heavy armor.
Compass Sense. If you have an unobstructed view of
Illustration by VilKo the sky, you know which way is north.
Well-Traveled. You learn two additional languages of
AARATICA your choice.

ADVENTURERS ON THE WING Paar-Dal


Aaratica are diminutive cousins to the aaracockra, but Par-Dal resemble cockatoos, sparrows, robins, canaries,
rather than resemble raptors or other birds of prey, they nightingales, or other birds with especially bright
resemble other types of birds. Most aaratica fear or plumage and loud voices. They tend to be braggarts, and
revere their larger brethren, and will take caution to perhaps even a bit selfish, and have developed a
avoid them should they encounter them in the skies. reputation for being superficial gossips and
Aaratica vary wildly, but most often live in areas where chatterboxes.
others of their kind are plentiful, or might migrate with Many paar-dal are master craftsmen, and they dedicate
their family, tribe or clan. In addition to flight, some are a great deal of time and energy to the quality and finery
capable swimmers, and others eschew flight altogether, of their home, collecting objects of great beauty to
preferring the brisk waters of the open ocean. arrange and keep on display.
Almost all paar-dal families spend countless hours
AARATICA RACIAL TRAITS singing, dancing and teaching their children to sing, and
it is considered a great shame among them to not be able
Ability Scores. Your Dexterity score increases by 2.
to sing well and have a wide repertoire of traditional
Age. Aaratica reach maturity by age 3 and precious songs. Others extend this love of music and learn to play
few live longer than 20 years. a musical instrument to supplement their musical
Alignment. Most aaratica are good, and take a prowess.
carefree attitude when it comes to law and chaos.
Language. You can speak, read, and write Common Ability Scores. Your Charisma score increases by 1.
and Aarakocra. Size. Haan-hi average 3 feet tall. They have lean,
Subrace. Choose one of the following subraces: Haan- lightweight bodies that weigh between 20 and 30
Hi, Paar-Dal, or Pii-Vin. pounds. Your size is Small.
Speed. You have base walking speed of 20 feet and a
flying speed of 35 feet. You can’t fly while wearing
medium or heavy armor.
Birdsong. You are proficient in the Performance skill
and one musical instrument or artisan’s tool of your
choice.

Old Gus’ Errata: Beastfolk – v1.17 4


Pii-Vin
Pii-vin resemble enormous, hardy, squat penguins.
They prefer to eat fresh, raw fish, and prefer to stay
along coastlines in colder climates. Most pii-vin children
spend as much time in the water as they do on land.

Ability Scores. Your Constitution score increases by 1.


Speed. You have a base walking speed of 25 feet and a
swimming speed of 35 feet.
Size. Pii-Vin average 4 feet tall. They have fatty, heavy
bodies that weigh between 50 and 80 pounds. Your size
is Small.
Arctic Living. You can hold your breath for 15 minutes
and you have resistance to cold damage. Difficult terrain
due to snow and ice does not impede your movement.
Aquatic Mastery. You know the shape water XGE
cantrip. Once you reach 3rd level, you can cast the ice
knife XGE spell as a 2nd-level spell; you must finish a long
rest in order to cast the spell again using this trait. Once
you reach 5th level, you can also cast the locate animals
or plants spell if you can see a body of water; you must
finish a long rest in order to cast the spell again using
this trait. Wisdom is your spellcasting ability for these
spells.

Illustration by Dongjun Lu

APELONG
OUT OF THE FORESTS
Like humans, apelong are varied, clever, and highly
adaptable. Those that leave their troops and native
jungles behind are rare enough to turn heads when
encountered by the unfamiliar, and at first glance, a
naked greater ape is almost indistinguishable from their
beastly counterparts. This has led to more than a few
unfortunate misunderstandings and members of this
proud people have been kept imprisoned by charlatans
and circuses who show off their talking ape as a curiosity
for passing travelers.
Apelong tribes are known for their making alliances
and readily join ranks with other races, forming long-
generational bonds. In areas where this has happened,
seeing an ape tending bar or serving as a city guard can
become a regular sight. Of all other races, apes are the
least likely to trust humans, who they often believe
themselves superior to in every way.
Apelong do not live quite as long as their human
cousins, and mature and age at more rapid rates. The
greater apes are divided into three distinct races: the
ozo, the panzu, and the suxiu. The ozo tend to dedicate
themselves to a life of duty and service, while the panzu
and suxiu are more likely to take to a life of freewheeling
opportunism.

Illustration by Roman Kondratenko

Old Gus’ Errata: Beastfolk – v1.17 5


Ozo Panzu
The mighty Ozo tower over their relatively hairless Panzu resemble chimpanzees or mandrills, and despite
human cousins, preferring to walk on all fours. They their small stature, are stronger than humans. Their
usually resemble gorillas or orangutans. keen minds lead them to all kinds of professions.

Ability Scores. Your Strength score increases by 2, Ability Scores. Your Strength, Dexterity and
and your Constitution score increases by 1. Intelligence scores increase by 1.
Age. Ozo mature at 10 years and live up to 60 years. Age. Panzu mature at 10 years and live up to 70 years.
Size. Ozo stand between 5½ and 6½ feet tall, and Size. Panzu stand between 3½ and 4½ feet tall, and
weigh 250-350 pounds. Your size is Medium. weigh 80-130 pounds. Your size is Small.
Speed. You have a base walking speed of 35 feet when Speed. You have a base walking speed of 25 feet, and
your hands are unoccupied, 30 feet when one hand is a climbing speed of 15 feet.
occupied, and 25 feet when both hands are occupied. Languages. You can speak, read and write Common
Languages. You can speak, read and write Common and Apelong.
and Apelong. Panzu Might. You count as one size larger when
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you
determining your carrying capacity and the weight you can push, drag, or lift, or when grappling a creature.
can push, drag, or lift. Ape Weaponry. You can use your teeth or hands to
Ape Weaponry. You can use your teeth or hands to make unarmed strikes. If you hit with them, you deal
make unarmed strikes. If you hit with them, you deal bludgeoning (fists) or piercing (bite) damage equal to
bludgeoning (fists) or piercing (bite) damage equal to 1d4 + your Strength modifier.
1d6 + your Strength modifier. Bodily Harmony. You are proficient in the Athletics or
Stunning Might. When you hit a creature a melee Acrobatics skill.
attack, you can attempt to stun the creature with a bonus Tool Adept. You are proficient in one artisan’s tool of
action. The target makes a Constitution saving throw DC your choice.
8 + your proficiency bonus + your Strength modifier or it
is stunned until the start of its next turn. You can use this Suxiu
trait once, and must finish a short or long rest before you
The dexterous suxiu resemble monkeys and macaques.
can use it again.
They have exceptional agility, and use it in all aspects of
Imposing Stature. You are proficient in the their lives.
Intimidation skill.
Woodland Traveler. Difficult terrain due to plants, Ability Scores. Your Dexterity, Intelligence, Wisdom
bushes or trees does not impede your movement. and Charisma scores increase by 1.
Age. Suxiu mature at 5 years and live up to 30 years.
Size. Suxiu are between 3 and 4 feet tall and weigh an
average of 35 pounds. Your size is Small.
Speed. You have a base walking speed of 30 feet, and
a climbing speed equal to your movement speed.
Languages. You can speak, read and write Common
and Apelong.
Prehensile Tail. You can make object interactions
using your tail, and if you are not wearing medium or
heavy armor, you can suspend your body from it.
Suxiu Agility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your
turn, you can double your speed. Once you use this trait,
you can't use it again until you move 0 feet on your turn.
Graceful Movement. You are proficient in the
Acrobatics skill. If you gain this proficiency from your
class, you can add double your proficiency bonus to
checks made with it. While you are not wearing heavy
armor, you can use your Dexterity in place of your
Illustration by Alfonso Pardo Martínez Strength score when determining the distance you can
cover when making a long or high jump. Additionally,
you don't need a running start to perform such jumps.

Old Gus’ Errata: Beastfolk – v1.17 6


BULLYWUG RACIAL TRAITS
Ability Scores. Your Constitution score increases by 2,
and your Strength score increases by 1.
Age. Bullywugs mature at 10 years, and live up to 50
years.
Alignment. Most bullywugs are neutral.
Size. Bullywugs are between 4½ and 5½ feet tall, and
weigh 100-150 pounds. Your size is Medium.
Speed. You have a base walking speed of 20 feet, and
a swimming speed of 30 feet.
Languages. You can speak, read and write Common
and Bullywug.
Amphibious. You can breathe air and water. You must
submerge yourself fully in water or mud once per day or
suffer one level of exhaustion, which cannot be removed
until you complete a long rest while submerged.
Bullywug Metabolism. You have disadvantage on any
constitution saving throws to avoid intoxication from
ingesting alcohol.
Illustration from the Monster Manual Speak with Frogs and Toads. You can communicate

BULLYWUGS simple concepts to frogs and toads when you speak in


Bullywug.
Swamp Camouflage. You have advantage on
MASTERS OF THE SWAMP Dexterity (Stealth) checks made to hide in swampy
Bullywugs live in primitive groups, hunting and fishing terrain.
together. The hierarchy is based on strength, with the Bite. You can use your teeth or to make unarmed
strongest being the leaders. Bullywugs are very strikes. If you hit with them, you deal piercing damage
territorial, and mostly will attack anyone who trespasses. equal to 1d4 + your Strength modifier.
Oddly enough, they tend not to fight within the tribe, but
Standing Leap. Your long jump is up to 20 ft. and your
rival bullywug tribes will fight with each other.
high jump is up to 10 ft., with or without a running start.
Bullywugs rarely work alongside other creatures since
You can make a standing leap using your bonus action.
they would rather use them for food or sacrifice.
However, occasionally during hard times small groups of Swampland Survivor. You have proficiency in the
bullywugs will latch onto a powerful ally that can help Survival skill.
them bring down tougher game. Swamp Weapon Training. You are proficient with
Bullywugs are known to revere a god named Ramenos. spears and nets.
Ancient, crumbling statues of Ramenos can be found in
the deepest jungles, great monuments near ruined
temples that hint at what was once a mighty deity in Racial Feat: Leaping Strike
some long-forgotten time. The great old temples also Prerequisite: Bullywug
indicate a time when Bullywugs were less primitive and Your Strength or Dexterity score increases by 1.
more organized, capable of building huge monuments of
stone. In Ramenos' absence, many bullywug tribes have When an ally of yours that you can see hits a creature with
come to revere froghemoths instead. If a bullywug tribe a melee weapon attack, you can use your reaction to
(or “pond”) came across one, they will try to lure it to immediately make a standing leap, and make one melee
their den, paying tribute in the form of food and weapon attack against the same target if it is within your
protection. reach.
You use this ability twice, and regain expended uses of it
when you finish a long rest.

Old Gus’ Errata: Beastfolk – v1.17 7


CHA’PA RACIAL TRAITS
Ability Scores. Your Strength, Constitution and
Wisdom scores increase by 1.
Age. Cha’pa mature at 8 years, and live up to 50 years.
Alignment. Sudden changes, loud noises, and
interruptions are anathema to most cha’pa, who prefer
an orderly, structured life. Most are of lawful alignments.
Size. Cha’pa stand between 4 and 5 feet tall and
average about 150 pounds. Your size is Medium.
Speed. You have a walking speed of 25 feet. Your
webbed feet also grant you a swimming speed of 30 feet
when you aren’t wearing heavy armor.
Languages. You can speak, read and write Common
and cha’pa. Cha’pa is a high, melodious language that is
whistled through the front teeth.
Hold Breath. You can hold your breath for up to 15
minutes at a time.
Tail. Your broad, scaly tail is a natural weapon with
which you can make unarmed strikes, dealing 1d6
bludgeoning damage. You can also slap your tail on a
liquid surface and produce a sound that is audible up to
200 feet away.
Woodworker. You are proficient with woodworker’s
tools and carpenter’s tools, and your hardy front teeth
can be used for simple woodworking tasks, such as
chipping, shaping. Many cha’pa take pride in working
with no proper tools at all, preferring the intimacy (and
nutrition) of crafting their works using nothing more
Illustration by Joseph Lindsey than their own teeth. For example, if you have a length of
wood, you can sharpen a stick to a deadly point and
CHA’PA create a simple wooden spear during a short rest.
Wood Ken. Whenever you make an Intelligence
OF WATER AND WOOD (Nature) check related to woodwork or architecture, you
are considered proficient in the History skill and add
The industrious beaverfolk live primarily along rivers,
double your proficiency bonus to the check, instead of
building tiered structures upon and within a its waters.
your normal proficiency bonus. For example, you might
They live in family groups of eight to twelve members,
identify the type of wood used, identify rotted wood or
and by the time they are four years old, most have
other structural inefficiencies in a wooden structure.
already learned how to swim and how to build. Cha’pa
consider cooperation a virtue, so they teach their young Wooded Magics. You know the shillelagh cantrip.
how to work with others from an early age. Wisdom is your spellcasting ability for the spell.
Cha’pa also take great pride in the craftsmanship,
maintenance and expansion of their lodges, which afford
them not only a roof over their head, but a constant food
supply, all located somewhere inconvenient to their
enemies. Clever cha’pa create sections of their dwellings
that can be quickly detached, carried away by the river’s
turbulent current, or lay hidden traps that utilize sharp
wooden stakes as a deterrent to invasion. Some even
keep a hidden chamber of the structure underwater, dry
and with an air pocket, where their loved ones can
retreat to until such time as a danger has passed.

Old Gus’ Errata: Beastfolk – v1.17 8


Languages. You can speak, read and write Common
and Elkin.
Poor Vision. You have disadvantage on checks you
make with the Wisdom (Perception) skill that rely on
sight.
Keen Hearing. You have advantage on checks you
make with the Wisdom (Perception) or Intelligence
(Investigation) skills that rely on hearing.
Hooved Kick. Your hooves are natural weapons,
which you can use to make unarmed strikes. If you hit
with them, you deal bludgeoning damage equal to 1d4 +
your Strength modifier.
Antler Riposte. You can use your antlers defensively.
When a creature makes a melee attack against you, you
can use your reaction to parry the attack with your
Illustration by Joel Hustak antlers, raising your Armor Class by an amount equal to
your proficiency bonus. Once you use this trait, you can’t
ELKIN use it again until you finish a long rest.
Speech of Beast and Leaf. You have the ability to
LIFE ON THE HOOF communicate in a limited manner with beasts and
The moosefolk live primarily in the forests and upon the plants. They can understand the meaning of your words,
tundras of sub-temperate climates. though you have no special ability to understand them in
return. You have advantage on all Charisma checks you
Elkin children grow rapidly, reaching adulthood in just make to influence them.
a few years. Men and women alike have antlers on their
heads, which vary from tribe to tribe and might resemble Natural Adept. You are proficient in the Nature skill. If
a deer or moose. They are tall and lean, and their short you gain this proficiency from your class, you can add
life cycles make parenting and reading their young in the double your proficiency bonus to checks made with it.
traditions of their kind a top priority for any elkin tribe. Elkin Magic. You know the druidcraft cantrip, and you
Each winter, elkin shed their antlers and grow a new can cast the detect poison and disease spell once with
pair the following spring. In autumn, the rites of this trait, and regain the ability to do so when you
adulthood are performed for those who have come of complete a long rest. When you reach 3rd level, you can
age, where young and old compete with one another in cast the locate animals or plants spell once with this
great wrestling public matches of hoof and horn where trait, and regain the ability to do so when you complete a
the tribe’s grievances are aired and resolved in ritual long rest. Wisdom is your spellcasting ability for these
combat if necessary. spells.
Elkin are cautious, and use their innate magical
abilities both to find food and to avoid predators and
enemies. It is not uncommon to travel their lands and Racial Feat: Elkin Combat Master
never see an elkin should they choose to avoid you. Most Prerequisite: Elkin
elkin tribes despise the shash tribe of the ursine, and Your antlers grow an impressive span and reach. You gain
consider them pests to be expelled from their lands. the following benefits:
• Your Strength score increases by 1.
ELKIN RACIAL TRAITS
• You can use your antlers to make an melee attack that deals
Ability Scores. Your Wisdom score increases by 2, 2d4 piercing damage + your Strength modifier. If you hit,
and your Strength score increases by 1. you can use your bonus action to make a Hooved Kick or
Age. Elkin mature at 5 years, and live up to 40 years. shove attack.
Alignment. As people who follow the rhythm of nature • You regain use of your Antler Riposte trait when you finish a
and see themselves as its caretakers, elkin are typically short or long rest.
neutral.
Size. Elkin stand between 6 and 8 feet tall, and weigh
250-350 pounds. Their antlers can raise up to 18 inches
above their heads, so they often have to be careful when
entering doorways or other low overhangs. Your size is
Medium.
Speed. You have a base walking speed of 30 feet.

Old Gus’ Errata: Beastfolk – v1.17 9


GIFF RACIAL TRAITS
Ability Scores. Your Constitution score increases by 2,
and your Strength score increases by 1.
Age. Giff mature at 20 years, and live up to a century.
Alignment. Giff’s natural inclination toward
regimented militarism leads them toward lawful
alignments.
Size. Giff stand between 7½ and 8½ feet tall, and
weigh 250-350 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet, and
a swimming speed of 20 feet.
Languages. You can speak, read and write Common
and one language of your choice.
Brave. You have advantage on saving throws to
against being frightened.
Trampling Charge. If you move at least 20 feet in a
straight line toward a large or smaller creature and hit
them with a melee weapon attack, they must succeed a
Strength saving throw DC 8 + your proficiency bonus +
your Strength modifier or be knocked prone.
Giff Weapon Training. Choose one weapon. You are
proficient with it and gain a +1 to your attack rolls you
make with it.
Quick Loading. You can ignore the loading property of
crossbows and firearms you are proficient with.
Illustration from Mordenkainen’s Tome of Foes

GIFF Racial Feat: Giff Gunsmithing


Prerequisite: Giff, proficiency in Blacksmith’s Tools or
MERCENARIES EXTRAORDINAIRE Tinker’s Tools
Every aspect of giff society is organized along military You are a gain the following benefits:
lines. From birth until death, every giff has a military
• Your Dexterity score increases by 1.
rank. It must follow orders from those of superior rank,
and it can give orders to those of lower rank. Promotions • You are proficient with giff firearms.
don’t depend on age, but are granted by a superior as a • You can craft firearms from the firearms table below by
reward for valor. Giff are devoted to their children, even paying the material costs. The process takes one week.
as most of their education is geared toward fighting and • You can craft ballistics from the ballistics table below by
war. Few giff bother with wizardry. paying the material costs. The process takes 1 hour.
Giff are in high demand as mercenaries, but they often
insist on serving in units composed entirely of giff. A giff
hiring itself out individually is almost unheard of. Giff Firearm Cost Damage Weight Properties
refuse to fight other giff, and will never agree to a Giff 100 gp 1d0 3 lbs ammunition
contract unless it stipulates that they can sit out a battle Pistol piercing (range 30/90),
rather than wage war against their own kind. A giff loading
prizes the reputation of their unit above their own life. Giff 150 gp 1d12 8 lbs ammunition
Life is fleeting, but the regiment endures for generations Musket piercing (range 40/120),
or even centuries. loading, two-
Giff are pompous, and most consider themselves many handed
intelligent person in the room, even if this feeling is
completely unwarranted. Their focus on military training Ballistics Cost Damage Weight Properties
to the exclusion of all other areas of study can make Bullets 20 gp — 0.1 lbs
them seem dull-witted to those who have more varied (20)
interests. Frag 100 gp 5d6 2 lbs DC Dexterity
Grenade piercing saving throw for
half damage

Old Gus’ Errata: Beastfolk – v1.17 10


Size. Gnolls are between 6½ and 7½ feet tall, and
weigh 200-280 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read and write Common
and Abyssal.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
shades of gray.
Bite. Your teeth are natural weapons, which you can
use to make unarmed strikes. If you hit with them, you
deal piercing damage equal to 1d4 + your Strength
modifier.
Thrill of the Hunt. If you can see or hear a creature
that is below their maximum number of hit points, you
can use your bonus action to mark that target for a
number of hours equal to your proficiency bonus. For the
duration, you have advantage on Wisdom (Perception,
Survival) checks you make to track or locate the target,
and if you are within 30 feet of the target, you can grant
an ally advantage on a melee attack roll they make
against the target using your reaction, which consumes
the mark. You can use this trait once, and regain use of it
Illustration from the Monster Manual when you complete a long rest.

GNOLLS Rampage. When you reduce a creature to 0 hit points,


you can use your bonus action to move up to half your
speed and make a bite attack.
CHILDREN OF YEENOGHU Carrion Feeder. You have advantage on Constitution
Gnoll skin is greenish-gray, and their furry hide a light or saving throws made to resist disease.
dark brown hue. Sometimes marked with spots or Primal Instincts. You are proficient in the Survival
stripes or a crested mane that stands on end when they skill.
are angry, upset or uncomfortable. A gnoll’s sex is
indeterminate to most anyone other than a other gnolls. Gnoll Weapon Training. You are proficient with
Most gnolls worship Yeenoghu, the demon prince and spears and longbows.
lord of savagery.
Most folk find the gnolls feral and aggressive, and not
Racial Feat: Yeenoghu’s Favored
without warrant. Gnolls start fighting among one another
at a very early age and as soon as they can walk, finding Prerequisite: Gnoll
places away from the eyes of adults where they engage in Yeenoghu has blessed you with his favor. You gain the
vicious, sometimes lethal fights. following benefits:
A gnoll is more likely to demand answers than it is to • One ability score of your choice increases by 1.
actually ask questions. Gnolls see this not as an act of • You learn the Primal Savagery XGE cantrip. Strength is your
hostility, but rather an important declaration of strength. spellcasting ability for the spell.
Gnolls that manage to integrate into societies are often
• You grow talons on the ends of your fingers, or a shock of
employed in lines of work that make use of their
fiery orange hair on your mane, stripes or spots, marking
hierarchical and sadistic tendencies: they make excellent
you for other gnolls to see and envy.
hired muscle, jailers, torturers, executioners, pirates and
slavers. • As a bonus action, you can call upon Yeenoghu’s favor for
up to 1 minute. The next time you hit a creature with a melee
GNOLL RACIAL TRAITS or spell attack, it deals a number of d6s equal to your
proficiency bonus in necrotic damage. If the target is
Ability Scores. Your Strength score increases by 2, invisible, it becomes visible and cannot become invisible
and one other ability score of your choice increases by 1. again for 1 minute. Once you use this ability, you can’t use it
Age. Gnolls mature at 5 years, and live up to three again until you finish a long rest.
decades.
Alignment. Their dedication to Yeenoghu and hunting
instincts makes most Gnolls chaotic evil.

Old Gus’ Errata: Beastfolk – v1.17 11


Illustration from Volo’s Guide to Monsters

Languages. You can speak, read and write Common


GRUNG and Grung.
Amphibious. You can breathe air and water. You must
SWAMP SLAVERS submerge yourself fully in water or mud once per day or
Green grung tend to be warriors, hunters, and general suffer one level of exhaustion, which cannot be removed
laborers. Blue grung are usually artisans and domestic until you complete a long rest while submerged.
workers. Purple grung tend to supervisors of the green Poison Immunity. You are immune to poison.
and blue grungs or serve as overseers. Red grung are Poisonous Skin. Any creature that comes into direct
born with magical talent, and often serve as advisors to contact with your skin must succeed on a Constitution
those in positions of true leadership. Orange grung are a saving throw DC 8 + your proficiency bonus + your
tribe's elite warriors, with authority over all lesser Constitution modifier or be poisoned until the end of
grungs. If a rare golden grung is born into a tribe, they their next turn.
usually end up ascending to a leadership role.
Standing Leap. Your long jump is up to 20 feet and its
There is occasionally some mobility possible between high jump is up to 15 feet, with or without a running
castes, in cases of valuable contributions and great start.
deeds, by the use of ritual magic and herbal compounds.
Poisoned Weapons. You are proficient with the
Grung tribes are often slavers, and they use their skill poisoner’s kit.
with poisons to keep their captives sedate by poisoning
their food.
Grung typically prefer their own kind, but a few Racial Feat: Mesmerizing Chirr
ambitious grung manage to find steady work as
Prerequisite: Grung, 8th level
assassins, alchemists or poisonmakers.
Your Charisma score increases by 1.
GRUNG RACIAL TRAITS As an action, you can make a chirring noise to which other
grung are immune. Each humanoid or beast that is within 15
Ability Scores. Your Dexterity score increases by 2, feet of you and able to hear you must succeed on a Wisdom
and your Constitution score increases by 1. saving throw DC 8 + your proficiency bonus + your Charisma
Age. Grung mature at 5 years, and live up to 30 years. modifier or be stunned until the start of their next turn. Once
Alignment. Most grung are lawful evil. you use this ability, you can’t use it again until you finish a
long rest.
Size. Grung are between 3 and 4 feet tall, and weigh
30-50 pounds. Your size is Small.
Speed. You have a base walking speed of 25 feet and a
climbing speed of 20 feet.

Old Gus’ Errata: Beastfolk – v1.17 12


HAASHIR RACIAL TRAITS
Ability Scores. Your Intelligence score increases by 2,
and your Strength score increases by 1.
Age. Haashir mature at 30 years, and live up to two
centuries.
Alignment. Haash’s strong sense of community and
tradition give them a strong lawful bent.
Size. Haashir are between 6½ and 7½ feet tall, and
weigh 270-400 pounds. Your size is Medium.
Speed. You have a base walking speed of 25 feet.
Languages. You can speak, read and write Common
and Haashir.
Seismic Hearing. You can detect seismic signals and
hear low pitched sounds inaudible to other races. By
comparing the timing of signals received by each of your
feet, you can determine the sound’s direction. While
standing on a stable surface on two feet, you have a
tremorsense of 15 feet.
Prehensile Trunk. You can make object interactions
using your trunk.
Stomp. Your wide, heavy feet are natural weapons.
You can use your bonus action to make a melee weapon
attack against tiny creature on the ground, or a small or
medium creature if they are prone. If it hits, your feet
deal 1d6 + your Strength modifier in bludgeoning
damage to the target creature. You are unable make
stomping attacks if you are prone.
Haashir Magic. Choose a class: bard, cleric, druid,
Illustration by Andrea Butera sorcerer, warlock, or wizard. You learn one cantrip of
your choice from that class's spell list. In addition,
HAASHIR choose one 1st-level spell from that same list. You learn
that spell and can cast it at its lowest level.
BRAINS AND BRAWN At level 5, your innate magical abilities mature. You
Compared to a loxodon, a haashir’s tusks are can choose two 2nd-level spells from that class's spell
comparatively small and serve more as points of list. You learn those two spells, and can cast them at
decoration than natural weaponry. Most haashir prefer their lowest level. Alternately, you can expend your cast
to use their brains rather than their bulk to guide them of either 2nd-level spell to cast your 1st-level haashir
through their long lives. They have extraordinarily magic spell at 2nd-level.
sensitive noses at the end of a long, prehensile trunk that Once you cast these spells, you must finish a long rest
extends from their faces. before you can cast them again using this feat. No matter
All haashir are born with some amount of innate what class you choose, Intelligence is your spellcasting
magical talent, and magic suffuses their daily lives, with ability for these spells.
each individual showing talent for magic of one kind or
another. Haashir specialize not just in the casting of
spells, but integrating their use into their daily life and Racial Feat: Goring Tusks
tasks. As they mature, these abilities intensify and they Prerequisite: Haashir
discover new magics they are capable of. Haashir make
Your Strength or Constitution score increase by 1.
quick studies at arcane universities, and often spend
their long lives in search of knowledge and wisdom, You grow a set of dangerous wild tusks. You can use them
which they consider sacred. to make a gore attack that deal 1d8 + your Strength modifier
piercing damage.
As a rite of adulthood, haashir commit complex epic
tales and poems to memory and are able to recall them If you move at least 20 feet in a straight line toward a
with precision decades later. large or smaller creature and hit them with your tusks, you
can use your bonus action to shove the creature.

Old Gus’ Errata: Beastfolk – v1.17 13


KAMELON RACIAL TRAITS
Ability Scores. Your Wisdom score increases by 2,
and your Charisma score increases by 1.
Age. Kamelon mature at 12 years, and live up to 60
years.
Alignment. Most kamelon are neutral.
Size. Kamelon stand between 3 and 4 feet tall, and
weigh an average of 50 pounds. Your size is Small.
Speed. You have a base walking speed of 25 feet.
Languages. You can speak, read and write Common
and Kamelon.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t see color in darkness, only shades of
grey.
Stealthy. You are proficient in the Stealth skill.
Natural Climber. You have a climbing speed equal to
your movement speed.
Eye Alignment. You can use your bonus action on
Illustration by Mike Mishkin
your turn to focus your eyes on a creature or object you
KAMELON can see. Until the end of your next turn, you have
advantage on the first ranged attack you make targeting
that creature, or any Wisdom (Insight or Perception)
RECLUSIVE JUNGLE LIZARDFOLK checks you make against it, provided you can still see it.
Kamelon are smaller than their lizardfolk cousins, and Once you use this trait, you can’t use it again until you
gentler, standing only as tall as the average gnome. The complete a short or long rest.
few who are no doubt aware of a kamelon’s ability to Tongue. You have a whip-like tongue with a sticky
change the color of their skin to blend with their coating at the tip, with which you can make unarmed
surroundings, and in fact many lands that host Kamelon strikes with the reach and finesse properties. If you hit
villages never become aware of them at all. with it, you deal bludgeoning damage equal to 1d4 + your
Kamelon make their homes nestled into in the Dexterity modifier bludgeoning damage. When you hit a
branches of thick jungle canopy, and their simple creature no more than 1 size larger than you with your
structures are scarcely visible to the untrained eye, tongue, you can use your bonus action to pull the target 5
blending in perfectly with the host tree’s natural foliage. feet toward you.
They rarely light fires, and most find them distracting Unseen Magic. You can cast the blur spell once; you
and noisy. must finish a long rest in order to cast the spell again
The insides of their homes betray the mundane outer using this trait. Once you reach 5th level, you can also
surroundings, and usually are filled with bright colors. cast the invisibility spell; you must finish a long rest in
Kamelon rarely wear clothing in their homes or among order to cast the spell again using this trait. Wisdom is
their own kind. your spellcasting ability for these spells.

Old Gus’ Errata: Beastfolk – v1.17 14


Kunek Religion
Most kunek worship El-ahrairah, an archfey who favors
the form of a rabbit, and from whom they claim ancestry.
Their religion prizes wisdom, cunning and caution as
virtues, believing if one uses their gifts to the utmost,
they will leave a lasting legacy upon the world in the
form of friendships and children that will echo
throughout the ages.

KUNEK RACIAL TRAITS


Ability Scores. Your Wisdom score increases by 2,
and your Dexterity score increases by 1.
Age. Kunek mature at 5 years, and live up to 30 years.
Alignment. Kunek are lawful almost without
exception, and most are good.
Size. Kunek are between 3 and 4 feet tall, and weigh
an average of 35 pounds. Your size is Small.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read and write Common
and Kunek.
Dimvision. You can see in dim light within 30 feet of
you as if it were bright light, and in darkness as if it were
dim light.
Keen Hearing. You are proficient in the Perception
skill, and have advantage on checks you make with it
that rely on hearing.
Illustration by Adrian Alejo Kunek Agility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your turn
KUNEK in combat, you can dash as a bonus action. Once you use
this trait, you can't use it again until you move 0 feet on
EL-AHRAIRAH’S QUICKLING CHILDREN one of your turns.
Kunek are small humanoids about the size of a gnome Nimble Hop. You can move through the space of any
with the heads, tails and feet of rabbits. They have long, creature at least one size category larger than yours,
sensitive ears and their eyesight detects motion almost spending 2 feet of movement for every 1 feet you move in
reflexively. They are careful, intentional and cautious this manner.
beings, but make excellent and loyal friends to those they Swift Warning. You receive a bonus to your initiative
come to know and love. rolls equal to half your Wisdom modifier (minimum: 1).
On their own, kunek live in underground warrens El-ahrairah’s Favored. You are proficient in the
much like halfling dwellings. They regularly have as Insight skill.
many as five children at once. Their infants are tiny and
helpless for about a year, but quickly grow and reach
adulthood in just a few short years, mastering language Racial Feat: Cunning Trick
and their bodies at an incredible rate. Prerequisite: Kunek
Kunek are very social, but prefer to have a few feet of When you are forced to make a saving throw against you can
personal space and do not like to be touched or jostled choose a different ability to substitute your saving throw
by strangers. Kunek will go to great lengths to avoid a with, and roll it at advantage. You can use this ability before
crowd. Most of them also dislike temperature extremes. or after you roll your saving throw, but must choose use it
When they are happy, they will hop or dance with joy. before the results have been announced.
Most kunek are fastidious, and keep themselves Once you use this ability, you can’t use again until you
immaculately clean. Other races think of them, as flighty finish a short or long rest.
busybodies because of their predilection to take on more
than one task at a time, but they have short lives and only
so long to accomplish their goals.

Old Gus’ Errata: Beastfolk – v1.17 15


LUDAI RACIAL TRAITS
Ability Scores. Your Constitution score increases by 2,
and your Wisdom score increases by 1.
Age. Ludai reach physical maturity at the age of 6, and
can live up to 500 years, although most perish of old age
or disease sometime in their third century.
Alignment. Preferring the simplicity of a farmer’s life
over wild antics or political machinations, ludai are
usually of neutral alignments. Chaotic ludai are
exceedingly rare.
Size. Ludai range from 4 to 6 feet in height and weigh
an average of 200 pounds. Your size is Medium.
Speed. Ludai do not have legs, but a propulsive organ
under their tail that secretes a slime to ease their
propulsion. The slime evaporates after 10 minutes in
most conditions. Your base walking speed is 25 feet.
Your speed is not reduced by wearing heavy armor.
Languages. You can speak, read and write Common
and ludain. Ludain is a pheremonal language, spoken in
close proximity to another ludai’s facial stalks.
Amorphous. You can squeeze a space two sizes
smaller than your size, and moving through spaces 1 size
smaller does not take additional movement. While
squeezing through a space two sizes smaller than your
size, your speed is reduced to 5 feet, and you cannot
Illustration by Theme Finland perform actions other than moving. You cannot use this
trait if you are wearing medium or heavy armor.
LUDAI Ludai Hardiness. You have advantage on saving
throws against poison and disease, and you have
SECRETIVE FARMERS resistance to poison damage.
Ludai are an agricultural species native to grasslands Arcane Slime. You know the poison spray cantrip.
near forests and mountains. They build their villages in When you reach 3rd level, you can cast the grease spell
hidden valleys or in plains protected by thick woods. as a 1st-level spell once with this trait and regain the
These humanoid mollusks often bring discomfort to ability to do so when you finish a long rest. When you
other humanoids, with their alien legs, ever-shifting torso reach 5th level, you can cast the spider climb spell once
and thick stalks that carry curious, bulbous eyes. Ludai with this trait using yourself as the target and regain the
enjoy living in their simple settlements, exercising ability to do so when you finish a long rest. Constitution
agrarian professions and being close to their family. The is your spellcasting ability for these spells.
slime they travel upon contains a natural fertilizer, Repugnant. Due to your unorthodox appearance, you
increasing the growth of many kinds of plants. have disadvantage on Charisma (Persuasion) checks you
Ludai skin tones can vary widely, they may be dull or make against other humanoid races.
bright blues or vibrant, striped yellows depending upon
their tribe of origin. Ludai have four eyestalks. A few
individuals bear additional eyestalks with additional Racial Feat: Regenerative Cells
sensory organs. This is often a sign of magical talent. Prerequisite: Ludai
Their mouths are ill suited for pronouncing words in You gain the uncanny ability to regenerate. You gain the
common speech or many languages, and other races can following benefits:
have a difficult time understanding their slow, slurred
• Increase your Constitution score by 1, to a maximum of 20.
words. Their native language is a complex chemical
language that is translated only with some difficulty. • Whenever you take the Dodge action in combat, you can
Ludai often have difficulty expressing their most spend one Hit Die to heal yourself. Roll the die, add your
complex thoughts, emotions or concepts to humanoid Constitution modifier, and regain a number of hit points
races, which has led to some believing the ludai are dull- equal to the total (minimum of 1).
witted.

Old Gus’ Errata: Beastfolk – v1.17 16


Nychterid Racial Traits
Ability Scores. Your Wisdom score increases by 2,
and your Dexterity score increases by 1.
Age. Nychterids reach physical maturity at the age of
15, and can live up to 80 years.
Alignment. Nychterids are usually of neutral
alignments.
Size. Nychterids are between 3 and 4 feet tall, and
weigh an average of 35 pounds. Your size is Small.
Speed. You have a base walking speed of 20 feet.
Flight. Your leathery wings grant you a flying speed of
30 feet. If you can attain a firm grasp, you can suspend
your body from your feet without the need to make an
ability check. You can’t fly or suspend yourself if you are
wearing medium or heavy armor.
Languages. You can speak, read and write Common
and Nychterid. Nychterid is a chittering language,
involving many sounds at higher frequencies than most
folk can hear.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
shades of gray.
Illustration by Lorne Colt Echolocation. As an action, you emit a short burst of
NYCHTERIDS high-pitched noise, audible up to 60 feet away, but
perceptible only to bats, other nychterids, creatures with
a keen hearing trait, or creatures with a passive
NOCTURNAL SHARERS Perception of 17 or higher. Until the end of your next
Nychterids are a race of sapient batfolk. They make their turn, you have a blindsense to a distance of 30 feet.
colonies in caves or large hollowed-out trees, preferring Keen Hearing. You have advantage on checks you
to live in forests or jungles. Most nychterid colonies have make with the Wisdom (Perception) or Intelligence
two locations, and like bats, make an annual migration (Investigation) skills that rely on hearing.
between the two to stay with favorable weather and the Nychterid Resilience. You have advantage on saving
availability of their preferred foods. throws against disease.
Nychterids are famously private as individuals, except Speak with Bats. You can communicate with bats as if
within others of their colony. Most nychterids live in a you shared a language.
commune of 2-6 other nychterids. No matter what a
Sunlight Sensitivity. You have disadvantage on attack
nychterid’s other vocation in life, within their communes,
rolls and on Wisdom (Perception) checks that rely on
they share everything: living quarters, domestic labor,
sight when you, the target of your attack, or whatever you
food, sexual partners and child-rearing responsibilities.
are trying to perceive is in direct sunlight.
Nychterids derive their surnames from their commune,
which are chosen among its members, and may change Gourmand. You are proficient with cook’s utensils.
when a new member is accepted into it. Nychterid
children are given the surname of their birth commune
until they join another. Racial Feat: Improved Echolocation
This desire for relative insulation from others suits Prerequisite: Nychterid, 12th level
most nychterids just fine, as their resemblance to bats Increase your Wisdom score by 1, to a maximum of 20.
inspires a seemingly primal fear in folk, and they are
You can perform your echolocation using a bonus action,
often discriminated against, being thought to be
and its distance is increased to 60 feet.
harbingers of plague or disease, or the agents of
vampires. This is, of course, ridiculous, and most
nychterids maintain a diet of fruit and insects.
Everyone in nychterid society takes their turn in the
kitchen, so most nychterids are gourmands. If a one has
invited you to their home and prepared for you a meal,
you know you have made a friend for life.

Old Gus’ Errata: Beastfolk – v1.17 17


Pangolo Racial Traits
Ability Scores. Your Constitution score increases by 2,
and your Wisdom score increases by 1.
Age. Pangolo reach physical maturity at the age of 15,
and can live up to 80 years.
Alignment. Pangolo are usually of neutral alignments.
Size. Pangolo stand between 4½ and 5½ feet tall and
average about 170 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read and write Common
and pangolo.
Natural Armor. You have tough armor plates. When
you aren't wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine
your AC if the armor you wear would leave you with a
lower AC. A shield's benefits apply as normal while you
use your natural armor.
Claws. Your hands have long, deadly claws which are
natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage
equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Wilderness Living. You have advantage on Wisdom
(Survival) checks you make to correctly identify a plant
or insect you can see and smell.
Subterranean Senses. When underground, you
always know your depth from the surface, and which way
is north.
Illustration by Theresa Königseder-Haller Earthen Affinity. You know the blade ward and mold
earth XGE cantrips. When you reach 3rd level, you can
PANGOLO cast the locate animals or plants spell once with this
trait, and regain the ability to do so when you finish a
ENDURING ARBORISTS long rest.
Pangolo resemble armadillos, pangolins and anteaters.
They are hardy explorers, and pangolo elders pride
themselves in being able to identify any plant or animal Racial Feat: Thick Armor
in their home territory, from the smallest insects (which Prerequisite: Pangolo
they are particularly fond of making meals of) to the Increase your Constitution score by 1, to a maximum of 20.
largest trees. Desert pangolo use trees as landmarks,
Your armor plating grows thicker than others of your
etching their bark with their claws. Pangolo that live in
species, and you become ill-suited to wearing armor. Your
thicker wooded areas take this practice to the extreme,
shell provides ample protection, however; it gives you a base
growing idealized tree-gardens as the centerpieces of
AC of 17 (your Dexterity modifier doesn't affect this number).
their lives.
You gain no benefit from wearing armor, but if you are using
Pangolo prefer to make their homes in subterranean a shield, you can apply the shield's bonus as normal.
dens inside the root structures of trees, where they can
monitor their health and ensure they are free of
unwanted infestations of insects or blights.
Armor Class Calculations
When the game gives you more than one way to calculate
your Armor Class, you can use only one of them. For
example, if you have the pangolo’s Natural Armor trait and
the monk's Unarmored Defense feature, you can’t benefit
from both simultaneously. Instead, you choose which one
determines your AC.

Old Gus’ Errata: Beastfolk – v1.17 18


Opsu Racial Traits
Ability Scores. Your Constitution, Wisdom and
Charisma scores increase by 1.
Age. Opsu mature at 5 years, and live up to 30 years.
Alignment. Opsu are usually of neutral alignments.
Size. Opsu are between 3 and 4 feet tall, and weigh an
average of 40 pounds. Your size is Small.
Speed. You have a base walking speed of 25 feet.
Languages. You can speak, read and write Common
and opsu. Opsu is a languge composed of hisses, clicks
and glottal stops.
Keen Smell. You have advantage on checks you make
with the Wisdom (Perception) skill that rely on smell.
Nimble Claws. Your claws and tail are useful climbing
tools, and grant you a climbing speed of 20 feet.
Prehensile Tail. You can make object interactions
using your tail, and if you are not wearing medium or
heavy armor, you can suspend your body from it.
Nomadic Proficiency. You are proficient with one set
of artisan’s tools of your choice.
Opsu Resilience. You have advantage on saving
throws against poison and disease, and resistance to
poison damage.
Illustration by Juliane Prenhacca Play Dead. As a reaction, you can enter a cataleptic

OPSU state that is indistinguishable from death for up to 10


minutes. You appear dead to all outward inspection. For
the duration, you are blinded and incapacitated, you fall
NOMADIC OPPORTUNISTS prone and your speed drops to 0. You resist all damage
The opossumfolk live in nomadic families of six to twelve except psychic damage. You can end the state and
members, and make their livings wherever the weather reawaken using a bonus action on your turn.
is good and the food is plentiful, preferring woodlands Once you use this trait, you can't use it again until you
and jungles. Often erroneously thought to be bearers of complete a long rest.
disease by folk, opsu are actually clean and fastidious
creatures. As their family travels, they will bargain for
food and lodging in exchange for honest labor, an
enterprise an entire family learns to pitch in with not
long as soon as they can walk.
Opsu are efficient climbers, and so many become
carpenters, lumberjacks or other work that takes
advantage of their natural talents.
Female opsu have a pouch on their abdomens that
they use to carry their young until they are mobile
enough to get around on their own. The pouch is roughly
six inches wide and four inches deep. Some opsu keep
important and personal items, such as keys in their
pouches, while others frown on this practice and
consider it unsanitary.

Old Gus’ Errata: Beastfolk – v1.17 19


Quillen Racial Traits
Ability Scores. Your Wisdom score increases by 2,
and your Dexterity score increases by 1.
Age. Quillen reach physical maturity at the age of 8,
and can live up to 50 years.
Alignment. Quillen are usually of good alignments.
Size. Quillen stand between 3½ and 4½ feet tall and
average about 60 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read and write Common
and Quillen.
Poor Eyesight. You have disadvantage on attack rolls
and on Wisdom (Perception) checks that rely on sight
when the target of your attack, or whatever you are
trying to perceive is not in bright light or direct sunlight.
Keen Smell and Hearing. You have advantage on
checks you make with the Wisdom (Perception) skill that
rely on smell or hearing.
Wilderness Living. You are proficient with the
Survival skill.
Quills. Portions of your body are covered in hard,
sharp quills. When a creature you can see hits you with a
melee attack that lacks the reach property or attempts to
grapple you, you can your reaction to deal piercing
damage to your attacker equal to your proficiency bonus.
You can poison your spines as if they were a weapon.
Illustration by Viktor Titov Natural Affinity. You know the druidcraft cantrip. You
can cast the speak with animals spell once with this trait,
QUILLEN and regain the ability to do so when you finish a long
rest. When you reach 3rd level, you can cast the cordon
SPINY PROTECTORS of arrows spell once with this trait, and regain the ability
to do so again when you finish a long rest. Wisdom is
Quillen resemble hedgehogs and porcupines. Their furry your spellcasting ability for these spells.
bodies are adorned by patches of sharp quills, which they
can bristle and use as a natural defense. Quillen typically
dislike being surprised or startled, or – due to their size. Racial Feat: Dire Quills
When a quillen is angry or upset, their speech becomes
punctuated by huffed breathing and a displeasured tut- Prerequisite: Quillen
tut of a clicked tongue. The damage your quills deal is increased to twice your
Quillen do not see very well compared to other folk, proficiency bonus.
and primarily rely on their keen senses of hearing and Additionally, you can make ranged attacks with proficiency
smell to guide them through their lives. Quillen often using your spines that deal 1d8 piercing damage with a
have epicurean leaning where these two are concerned: range of 60 feet. You can make a number of these attacks
they savor their food’s smell before eating it, naming equal to your Constitution modifier (minimum: 1). You
each spice and flavor they can identify before the food regain expended uses of your spine attacks when you
reaches their mouth. Many quillen are also fond of floral complete a short or long rest.
and herbal scents, teas, perfumes, and incense.

Old Gus’ Errata: Beastfolk – v1.17 20


especially despise the Rakshasa, and will kill them on
sight or hunt them down if they discover one among their
ranks.

RAKEESH RACIAL TRAITS


Ability Scores. Your Strength score increases by 2
and Charisma score increases by 1.
Age. Rakeesh mature at 15 years, and live up to 70
years.
Alignment. A rakeesh’s sense of honor and pride give
them a strong lawful inclination.
Size. Rakeesh stand between 5 and 6 feet tall, and
weigh 300-400 pounds. Your size is Medium.
Speed. You have a base walking speed of 35 feet.
Languages. You can speak, read and write Common
and Rakeeshi.
Illustration by Kahito Slydeft
Darkvision. You have a cat's keen senses, especially in
RAKEESH 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 darkness, only shades of
MASTERS OF THE SAVANNAH gray.
Rakeesh are centaur-like creature with the torso and Lion's Claws. Your claws are natural weapons, which
arms of a human and the hindquarters, head and claws you can use to make unarmed strikes. If you hit with
of a lion. On the savannahs, they live live in hunting them, you deal slashing damage equal to 1d4 + your
prides of 10-15 members, but they also construct large Strength modifier, instead of the bludgeoning damage
stone complexes of tiered pyramids setting the royal elite normal for an unarmed strike.
above the rabble, either rising above the savannah or
Hunter’s Chase. Your reflexes and agility allow you to
occasionally deep within a jungle. These cities are
move with a burst of speed. When you move on your turn
divided into quarters, many of which are off-limits to
in combat, you can use your bonus action to dash in a
anyone who is not a rakeesh or who does not hold a
straight line toward an enemy target. If you hit the
special place of honor among their people. Unwary
creature with a melee attack, the target must make a
travelers to their lands often have an adjustment period
Strength saving throw DC 8 + your proficiency bonus +
where it seems like they are always in trouble with the
your Strength modifier. If it fails, its speed becomes 0
law until they come to learn the local customs.
until the end of its next turn. Once you use this trait, you
Pride and Prejudice can't use it again until you finish a short or long rest.
Intimidating Roar. When you hit a creature with a
A hunter-warrior culture at heart, rakeesh tend to be
melee weapon attack, you can use your bonus action to
proud, strong, and dislike or even fear the
roar at them, making an Charisma (Intimidation) check
contagiousness of disease or other infirmities with
against the target’s Wisdom (Insight). If you win the
superstition. A rakeesh who is crippled and can no
contest, the creature is frightened of you until the end of
longer fight will often choose to die rather than live on,
its next turn. If they succeed, they are not frightened. The
putting their affairs in order and letting a local priest
roar is audible up to 1 mile away. Once you use this trait,
perform a death ritual, or throwing themselves into
you can’t use it again until you finish a short or long rest.
battle with the hope of a good death that will please their
gods, earning them a place on the shining plains of the Savannah Training. You are proficient with spears
afterlife, where the hunt is endless. and longbows. You also have advantage on Dexterity
(Stealth) checks made while you are in grassy terrain.
Even rakeesh who are not great warriors are prideful:
of their works, their craft and their families, and most do Hybrid Nature. You have two creature types:
not tolerate insults, and formal duels over honor are not humanoid and monstrosity. You can be affected by a
uncommon in their lands. spell or ability that targets either of your creature types.
Rakeesh mistrust arcane spellcasters not of their own
kind, and most of their settlements forbid the
unsanctioned practice of magic out in the open or on the
streets of their settlements. Justice is swift and brutal in
rakeesh society, and repeat offenders are often
sentenced to gruesome fates such as having their hands,
tongues or even their eyelids removed. Rakeesh

Old Gus’ Errata: Beastfolk – v1.17 21


RHINOX RACIAL TRAITS
Ability Scores. Your Strength score increases by 2,
and your Wisdom score increases by 1.
Age. Rhinox mature at 8 years, and live up to 60 years.
Alignment. Rhinox’s sense of honor and gentle nature
usually lead them toward a life of good. Evil rhinox are
rare and are usually the sworn enemies of the rest of
their kind.
Size. Rhinox stand between 6 and 8 feet tall, and
weigh 300-400 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read and write Common
and Rhinox.
Keen Smell. You have advantage on checks you make
with the Wisdom (Perception) or Intelligence
(Investigation) skills that rely on smell.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Horn. You have a large single horn on your head, with
which you can make gore attacks, dealing 1d6 + your
Strength modifier in piercing damage.
Trampling Charge. If you move at least 20 feet in a
straight line toward a large or smaller creature and hit
them with a horn attack, they must succeed a Strength
saving throw DC 8 + your proficiency bonus + your
Strength modifier or be knocked prone.
Pachyderm. You have thick, leathery skin. When you
aren’t wearing armor, your AC is 13 + your Dexterity
modifier. If you are using a shield, you can apply the
Illustration by Lius Lasahido
shield's bonus as normal.
RHINOX Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
GENTLE GIANTS Cantrip. You know one cantrip of your choice from the
druid spell list. Wisdom is your spellcasting ability for
The rhinox are a group of humanoids with the thick
the spell.
hides, and heads of a rhinoceros, complete with a large
single horn protruding from the tops of their head.
Rhinox rear their young in family groups called a Racial Feat: Thick Hide
crash, and travel wide savannahs chasing seasons and
favored tastes in fruit, berries and green, leafy plants. Prerequisite: Rhinox
A rhinox is not born with a horn. The horn begins to Your hide is even thicker than usual. You can use your
grow at when a young rhinox reach adolescence, usually reaction to position your plates advantageously, granting
at around six years of age, and reaches full size around you resistance to an incoming attack that would deal
the time a rhinox reaches adulthood two years later. piercing or slashing damage to you.
Urban rhinox are rare, as most prefer the wind and
solitude of the open savannah, where their considerable
bulk is not considered a nuisance. Rhinox are so large Armor Class Calculations
and heavy that most furniture cannot withstand their
When the game gives you more than one way to calculate
weight, and fitting through doorways meant for most
your Armor Class, you can use only one of them. For
humanoids can be a daily challenge for them.
example, if you have the rhinox's Pachyderm trait and the
Most rhinox revere and even worship fey, from which monk's Unarmored Defense feature, you can’t benefit from
they are descended. both simultaneously. Instead, you choose which one
determines your AC.

Old Gus’ Errata: Beastfolk – v1.17 22


The Endless Journey
Ursine tribes are nomadic, and will pull their camps up
and travel great distances with them to spend a season
in a particular place with favored hunting or fishing
grounds. Maintenance of tradition is important in ursine
culture, and these places are often locations their family
have returned to for generations.
Tribes often maintain formal diplomatic relations with
the more populous races that inhabit their ancestral
lands. Ensuring the tribe’s safety and security is of
utmost importance, as is maintenance of sacred
ancestral lands. Ursine tribes are known to fight or ally
with their neighbors according to how they feel the land
is being managed by the powers that be.

URSINE RACIAL TRAITS


Ability Scores. Your Strength score increases by 1.
Age. Ursine mature at 10 years, and live up to 60
years.
Size. Ursine stand between 6 and 8 feet tall, and weigh
240-380 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read and write Common
and Ursine.
Keen Smell. You have advantage on checks you make
with the Wisdom (Perception) skill that rely on smell.
Natural Weaponry. Your claws and bite are natural
weapons, which you can use to make unarmed strikes
Illustation by Tuncer Eren with proficiency. If you hit with them, you can choose to
deal slashing or bludgeoning (claw) or piercing (bite)
URSINE damage equal to 1d4 + your Strength modifier.
Powerful Build. You count as one size larger when
BEARFOLK OF THE WILDS determining your carrying capacity and the weight you
can push, drag, or lift.
The ursine are a race of bearlike humanoids that prefer
to live in forests. When encountered by the ignorant, they Hibernation. If you prepare yourself by consuming
are commonly mistaken for werebears or even the odd double the amount of food you require to live for at least
sasquatch. These misunderstandings have driven most one month, you can enter a state of deep sleep for a
ursine tribes deep into wildernesses, far from the number of months equivalent to your proficiency bonus.
bustling metropolises of the world. For the duration, your metabolism slows, you do not
need food or water, and you are immune to cold damage
Ursine have large heads, noses, ears and thick necks caused by your environment.
and claws that resemble those of bears. Their bodies are
completely covered in fur that may be brown, black, You can awaken yourself at any time. If you take
white, grey or even red, orange or tawny in color. A few damage or are forced make a saving throw, you awaken.
tribes have stripes or collars of another fur color as a If you have been hibernating for at least 1 month when
general rule, and other tribes consider such patterns a you awaken, you must immediately succeed a DC 12
sign from their ancestors, whom they worship. They Constitution saving throw or suffer from one level of
organize themselves into tight-knit family groups, usually exhaustion.
between ten and thirty individuals. Tribal Ancestry. Choose one of following these tribes:
When adulthood is reached, some ursine leave their Shash, Makwa or Helarc.
tribe for on a spiritual quest of personal discovery. When
they have finished, then return to their tribe and add
their knowledge to the tribe, passing down their worldly
wisdom to the next generation of cubs. These ursine
spend up to fifteen years of their relatively short lives on
such quests.

Old Gus’ Errata: Beastfolk – v1.17 23


Shash Helarc
Largest and most fearsome of the tribes, the shash favor Members of the helarc tribe are the least likely of their
temperate arboreal areas in temperate or arctic regions, kind to engage in the practice of hibernation, preferring
and avoid other races as much as possible, preferring the tropical forests, jungles or swamps that brim with food
company of their own kind. Their fur is usually brown, year-round, enjoying in the continuous bounty that the
grey or white. warm climate provides. They range in color from brown
Honor, status and lineage mean a great deal in their to gold and tawny. A few are marked by dramatic white
societies, and members often have use-names that and black alternations.
identify an important lineage or memorialize a Helarc prize affability, wisdom and optimism as
particularly memorable feat that individual may have virtues. They tend to be gregarious, and engage eagerly
accomplished in their lifetime. with other races. Helarc merchants are famous for their
Above all else, the shash prize honor, bravery and ability to sell anything to anyone, be it goods or ideas.
selfless dedication to their tribe. They will actively hunt
Elkin tribespeople when moving through their lands, Ability Scores. Your Charisma and Wisdom scores
especially in the long winter months. increase by 1.
Golden Tongue. You are proficient in the Persuasion
Ability Scores. Your Strength and Constitution scores skill. If your class or background grants you the
increase by 1. Persuasion skill, you may add twice your proficiency
Menacing. You are proficient in the Intimidation skill. bonus to rolls with it.
If your class or background grants you the Persuasion Speech of Beast and Leaf. You have the ability to
skill, you may add twice your proficiency bonus to rolls communicate in a limited manner with beasts and
with it. plants. They can understand the meaning of your words,
Forager. If there's edible flora, game to hunt or though you have no special ability to understand them in
potable water within a number of miles equal to your return. You have advantage on all Charisma checks you
proficiency bonus, you know it and where to find it. make to influence them.

Makwa
Smallest and most cunning of the tribes, makwa are
clever tribes who often find ways to enter into mutually
beneficial relationships with their neighbors. Their
natural talent for craftsmanship and tolerant attitude
makes them the most likely of the tribes to fully integrate
into other humanoid societies. Their fur ranges from
dark brown to black and deep red. A few have ringed
tails or white markings.
However, even the most urban makwa still favor trees
and prize them for climbing and scratching unreachable
spots of their body, and are loathe to live anywhere that
doesn’t have a few good trees within reach.
Makwa prize cunning, ingenuity and flexibility as
virtues.

Ability Scores. Your Dexterity and Intelligence scores


increase by 1.
Nimble Claws. Your claws are especially dexterous,
and grant you a climbing speed of 20 feet. They can also
serve as one artisan’s tool (or thieves’ tools), with which
you are proficient.
Unseen Among the Leaves. You have advantage on
Dexterity (Stealth) checks when in forest or jungle
terrain.

Illustration by Lius Lasahido

Old Gus’ Errata: Beastfolk – v1.17 24


VARKIND RACIAL TRAITS
Ability Scores. Your Intelligence, Wisdom and
Charisma scores increase by 1.
Age. Varkind mature at 15 years, and live up to 70
years.
Alignment. Urban varkind tend toward good
alignment, while rural and wild tribes tend toward
neutrality.
Size. Varkind are as stout as dwarves, standing
between 4 and 5½ feet tall, and weigh 100-200 pounds.
Your size is Medium.
Speed. You have a base walking speed of 25 feet. Your
speed is not reduced by wearing heavy armor.
Languages. You can speak, read and write Common
and Varkind.
Keen Smell. You have advantage on checks you make
with the Wisdom (Perception) or Intelligence
(Investigation) skills that rely on smell.
Open Minded. You are proficient in the Insight skill.
Natural Philosopher. You know the guidance cantrip.
Once you reach 3rd level, you can cast the goodberry and
spell once, and you must finish a long rest in order to
cast the spell again using this trait. You can choose your
spellcasting ability for these spells, choosing
Intelligence, Wisdom or Charisma.
Sure-Footed. Your low center of gravity makes it
difficult to knock you over. You can double your
Illustration by Kieron McGuire proficiency bonus to saving throws you make to avoid
being knocked prone.
VARKINDS Mud Lover. Difficult terrain due to mud does not
impede your movement.
ETERNAL OPTIMISTS Thunderous Squeal. As a bonus action, you can
Urban varkind tend to look like domestic pigs, with release a loud squeal. It is audible at 500 feet, and
tufted ears, large snouts and hooves at the ends of their creatures within 10 feet of you that can hear you must
feet. They are famously happy-go-lucky, with sunshine- succeed a Constitution saving throw DC 8 + your
laden, easy going personalities. Barbarian tribes of proficiency bonus + your Strength modifier or take your
varkind tend to have a more boar-like appearance, with level in thunder damage. You can use this ability twice,
thick fur or a crested mane, and some even have large and regain expended uses of it when you finish a long
tusks protruding from their faces. They can be rest.
considerably more serious, but like their urban
counterparts, they welcome friends and allies with great
hospitality. Racial Feat: Boar Tusks
Varkind never forget favor nor offense: they are patient Prerequisite: Varkind
and kind with friends and loved ones, and vicious and Your Strength or Constitution score increase by 1.
unforgiving toward their enemies or those who have
done them wrong. Varkind are known to hold a grudge You grow a set of dangerous wild-looking tusks. You can
for the entirety of their lives, and moments later seem to use them to make a gore attack that deal 1d6 + your Strength
forget it entirely once they are otherwise occupied, modifier piercing damage.
returning to their usual happy-go-lucky self. If you move at least 20 feet in a straight line toward a
Varkind tribes are called saunders, and number from large or smaller creature and hit them with your tusks, you
twenty to thirty individuals, and are matriarchal. When can use your bonus action to shove the creature.
male varkind reach adulthood, they leave their saunders
to make their own way in the world. Most die as
contented bachelors.

Old Gus’ Errata: Beastfolk – v1.17 25


VULPINI
CUNNING, CLEVER AND FEARLESS
Vulpini are humanoids with features that resemble foxes,
coyotes, badgers, skunks or racoons, depending on their
ancestry. They can be white, grey, black, red, brown,
tawny. Some have alternating stripes along their bodies
or tails.
Vulpini are sharp-tongued, fiercely individualistic and
adventurous, and have a notorious predisposition toward
wanderlust. They often travel incredible distances over
their lifetimes and die far from their place of birth. Some
settle down and live for years in the same place if the
area is filled with opportunity or to rear their young, but
they almost always eventually leave anything (and
anyone) they cannot easily bring with them behind, up to
and including their own children. This tendency to leave
without arranging one’s affairs has earned their race
more than a few enemies, and some folk are reluctant to
enter into any long-term arrangements that rely on trust
with a Vulpini.
Few vulpini ever dedicate themselves to religion,
although some find a worthy of dedicating themselves to,
if only for a time.

VULPINI RACIAL TRAITS


Illustration by Stu Harrington
Ability Scores. Your Dexterity score increases by 2.
Age. Vulpini mature at 12 years, and live up to 60 Raposi
years.
The most numerous and successful of the vulpini, the
Alignment. Most vulpini are chaotic, but few are evil. raposi always seem to overcome any challenge life
Size. Vulpini are between 3½ and 4½ feet tall, and throws at them.
weigh an average of 60 pounds. Your size is Small.
Speed. You have a base walking speed of 30 feet. Ability Scores. Your Charisma score increases by 1.
Languages. You can speak, read and write Common Unseen Movement. You are proficient in the Stealth
and vulpine. skill. If you gain this proficiency from your class, you can
add double your proficiency bonus to checks made with
Darkvision. You can see in dim light within 60 feet of
it. Additionally, you can hide using your bonus action.
you as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only Fast Talker. You are proficient in the Persuasion skill.
shades of gray. Quick to Endear. You know the friends cantrip. At 3rd
Compass Sense. Barring magical interference, you level, you can cast the expeditious retreat spell once with
always know which way is north. this trait, and regain the ability to do so when you finish a
long rest. Charisma is your spellcasting ability for these
Subrace. Choose one of the following subraces:
spells.
Raposi, Tenko or Guaxin.

Old Gus’ Errata: Beastfolk – v1.17 26


Guaxin
The industrious guaxin have a reputation for avarice, and
rarely mind giving someone a piece of their mind if they
feel offended or taken advantage of. They have a keen
mind for business and often make a living as traveling
traders or merchants. However, their bark is worse than
their bite, and most prefer to avoid physical conflict
when it comes down to it.

Ability Scores. Your Intelligence score increases by 1.


Keen Insight. You are proficient in the Insight skill. If
you gain this proficiency from your class, you can add
double your proficiency bonus to checks made with it.
Cowering Feint. You can disengage using your bonus
action.
Sharp Tongue. You know the vicious mockery cantrip.
When you reach 3rd level, you can cast the knock spell
once with this trait, and regain the ability to do so when
you finish a long rest. Intelligence is your spellcasting
ability for these spells.

Illustration by Luiz Prado

Tenko
A rare few tenko are born with more than one tail, a sure
sign of an auspicious life.

Ability Scores. Your Wisdom score increases by 1.


Tenko Magic. You know the Fire Bolt cantrip. You can
cast the faerie fire spell once; you must finish a long rest
in order to cast the spell again using this trait. When you
reach 3rd level, you can cast the magic mouth spell once
without the need for any material components once; you
must finish a long rest in order to cast the spell again
using this trait. At 5th level, you can cast the Nystul's
magic aura spell once; you must finish a long rest in
order to cast the spell again using this trait. Wisdom is
your spellcasting ability for these spells.
Ethereal Jaunt. As a bonus action, you can enter the
ethereal plane, and take the Dash action when you do.
You can remain in the ethereal plane until the end of Illustration by Dante2906
your next turn. Once you use this trait, you can’t use it
again until you finish a short or long rest.

Old Gus’ Errata: Beastfolk – v1.17 27


ZANZARO
CHILDREN OF THE SWARM
Zanzaro are an insectoid race that live in underground
complex hives. Their appearance is disturbing to other
races, and many of consider them monsters. Only their
royal castes ever breed, meaning that they are served by
their aunts, uncles, and eventually their own children.
This unique social structure produces an almost alien
mindset to most other humanoids.
Zanzaro are hatched into enormous underground hive
complexes, and many never see the surface, for there is
much to do underground. A network of royal zanzaro
might extend their society for miles underground, with a
few new royals being produced to manage ongoing labor
by the worker and soldier castes.

ZANZARO RACIAL TRAITS


Ability Scores. Your Constitution score increases by 1.
Age. Zanzaro mature 2 years after they hatch, and live
up to 20 years.
Alignment. Barring long isolation or interference,
zanzaro are compelled to lawful alignments.
Languages. You can understand, read and write
Common, and you can speak zanzari. Zanzari is a
complex language: it may involve signals made with your Illustration by Molten Gold Art
posture, antenna or mandibles, and chemical signals that
are undetectable by most other races. Royal
Dimvision. You can see in dim light within 30 feet of Royal zanzaro are lithe, graceful, and resemble insectoid
you as if it were bright light, and in darkness as if it were elves. They tend to be arrogant and self-serving.
dim light.
Poor Swimmer. You have disadvantage on Strength Ability Scores. Your Charisma score increases by 2.
(Athletics) checks made to swim. Size. Royal zanzaro are between 4½ and 5½ feet tall,
Limited Telepathy. You can send telepathic messages and weigh an average of 100 pounds. Your size is
to humanoids within 120 feet of you with whom you Medium.
share at least one language. Magical silence, 1 foot of Speed. You have a base walking speed of 30 feet.
stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood blocks your telepathy. Your telepathy Exoskeleton. Your flexible chitin gives you a +1 bonus
doesn't have to follow a straight line and can travel freely to your AC.
around corners or through openings. Your telepathy only Glide. You can use your reaction when you fall to
allows you to send messages, and not to receive any in reduce any falling damage you take by an amount equal
return. to five times your proficiency bonus.
Extra Limbs. You can use your extra hands to make Fey Ancestry. You have advantage on saving throws
an object interaction if your main hands are full. against being charmed, and magic can't put you to sleep.
Hybrid Nature. You have two creature types: Hive Magic. You know the infestation XGE cantrip.
humanoid and monstrosity. You can be affected by a When you reach 3rd level, you can cast the dissonant
spell or ability that targets either of your creature types. whispers spell once as a 2nd-level spell; you must finish
Caste System. Zanzaro are bred for particular societal a long rest in order to cast the spell again using this trait.
roles from the time they are laid as eggs, and are At 5th level, you can cast the mind spike XGE spell once as
eventually born into an inescapable caste. Choose one of a 3rd-level spell; you must finish a long rest in order to
the following subraces: Royal, Soldier or Worker. cast the spell again using this trait. Charisma is your
spellcasting ability for these spells.
Royal Command. You are proficient with the
Persuasion skill, and you have advantage on Charisma
checks you make to influence zanzaro of lower castes.

Old Gus’ Errata: Beastfolk – v1.17 28


Soldier
A zanzaro soldier resembles an enormous large mantis,
with sharp spines protruding from their forearms. They
famously lack a sense of humor, and tend to take
anything said to them literally.

Ability Scores. Your Strength score increases by 2.


Size. Soldier zanzaro are between 6 and 7 feet tall,
and weigh an average of 200 pounds. Your size is
Medium.
Speed. You have a base walking speed of 30 feet.
Leap. You can make long and high jumps without the
need for a running start.
Hardened Carapace. Due to your chitinous
exoskeleton and the shape of your body, you are ill-suited
to wearing armor. Your carapace provides ample
protection, however; it gives you a base AC of 16 (your
Dexterity modifier doesn't affect this number). You gain
no benefit from wearing armor, but if you are using a
shield, you can apply the shield's bonus as normal.
Deadly Limbs. You can use your arms as deadly
weapons, dealing 1d4 + your Strength modifier in
slashing damage. Additionally, you can hold up to four
weapons with your arms, choosing any combination with
which to use them with your available attacks. You might
hold a shield and longsword in two of your hands, and a
greatsword in the other two. When you make attacks,
you can elect to use any weapon you are holding. You
cannot benefit from holding more than one shield.
Zanzaro Soldier Training. You are proficient with
shields and 2 weapons of your choice. Illustration by Matthieu Pierron
Surging Attack. You can use your action to attack
once with your arms or whatever weapons you are I’ve never met a people so content with the order
holding, or with your Deadly Limbs. You can use this of things than the Zanzaro. They accept their lot in
trait once, and regain expended uses of it when you life as a matter of course, and this leads some to
finish a short rest. believe they lack imagination, but they are intuitive,
Magically Neutered. You are unable to cast spells. and accept challenge readily. ~Old Gus

Worker
Workers resemble ants and wasps. They have no ego Exoskeleton. Your flexible chitin exoskeleton gives
and are happiest when carrying out an assigned task. you a +1 bonus to your AC.
Venomous Stinger. You can make unarmed strikes
Ability Scores. Your Dexterity score increases by 2.
with the stinger at the end of your abdomen, as if it were
Size. Workers are between 3½ feet tall, and weigh 40 a finesse weapon. When you hit, you can inject venom
pounds. Your size is Small. with your stinger that deals a number of d6s equal to
Speed. You have a base walking speed of 25 feet. your proficiency bonus as poison damage.
Limited Flight. As a bonus action, you can fly up to 25 You can use this trait a number of times equal to your
feet and hover. You can remain hovering, and fly using Constitution modifier, and regain expended uses of it
your base walking speed until the end of your next turn. when you a complete a long rest.
Once you use this trait, you can't use it again until you Zanzaro Worker Training. You are proficient in one
move 0 feet on one of your turns. artisan’s tool of your choice.
Powerful Build. You count as one size larger when Digger. You know the mold earth XGE cantrip. Dexterity
determining your carrying capacity and the weight you is your spellcasting ability for the spell.
can push, drag, or lift.

Old Gus’ Errata: Beastfolk – v1.17 29

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