Though far more rare than the mortal races, the monstrous races hold a significant sway over the lands. Their presence has forced mortal races into tight knit communities and forced them to work together to overcome greater threats. A common thread of the various monstrous races is hostility with the mortal races, either because of competition, or because they are actually higher up on the food chain. The following Monstrous races have above or near human like intellect, and many have formed civilizations of their own, or have blended into the societies of other races

Centaurs: Considered to be noble and proud by even their enemies, centaurs are strong fighters and with the upper half of a human with the body of a horse, they certainly seem to have every advantage. Centaurs combine horse and rider though no one is quite sure how they came about. They were the first true ‘taur’ race however, combining the two creatures into one. Centaurs are among the most successful of them, but with that success, the small populations of centaurs have come into conflict with humans in particular more because of territorial disputes. Centaurs can cover and hold wide swaths of terrain, but without the numbers to hold it, they find that territory encroached upon by human settlers often.

Centaurs have 5 HP, and no racial weaknesses.

Changelings: Various types of changelings exist, with the most common being the doppleganger. In their natural forms changelings have a rather alien appearance, with oftentimes pale skin and vaguely humanoid features. However all changelings can physically change into other creatures, specifically any of the mortal races. Though changelings are often no stronger than mortals, they can change themselves to look like any mortal they they please, and often do so as a means to nefarious ends. The real problem comes from what happens to the original, as a changeling would have to remove the original person from the equation to take their place.

Changelings have 5 HP, and no racial weaknesses.

Drider: Drow and spiders go together like humans and horses. Yet the reasoning behind the taur combination of a spider with a drow upper half is far less noble and good intentioned. Driders are those drow who were cursed to live the rest of their lives tied to the giant spiders that denote them as less than other drow. While socially considered less, Driders are actually significantly stronger, and as impossible as it may seem, more foul tempered. While underground and away from the sunlight, drider are in their element. They are overly sensitive to daylight however, even more than other drow, and suffer penalties when above ground and in the sunlight.

Driders have 6 HP normally, but have trouble tolerating sunlight, and are at 5 HP above ground during the day.

Gargoyles: Once they were guardians of sacred places, meant to keep out intruders and ward away spirits. Gargoyles are creatures not made of stone, but with bodies that are impossible to distinguish from stone. When standing still, a gargoyle is but a statue, but they can move and attack at any moment, making them perfect for guarding structures. Just their threat has protected some places, with actual statues made to resemble them, making it harder still to tell which is which. Gargoyles can fly despite their stone-like bodies, a feat that requires great strength. Gargoyles are typically infinitely patient when guarding a place, but if that place is destroyed, a gargoyle can be left without a purpose, and that brings a restlessness.

Gargoyles have 6 HP, but take additional damage from Adamantine weapons which can pierce their bodies.

Giants: A giant seems almost entirely human but for their size. Giants are huge, and can reach up to 30 feet in height. Being so massive they take up a lot of space, and feeding one giant can be the same as an entire extended family. For this reason, giants are not extraordinarily common, and where they do reside, they protect fiercely. While giants can range in attitudes just like humans, and they can be hostile or friendly, two truths remain. They will compete with humans for all of the same resources, and they are much bigger and much more destructive. While a nation would never willingly go to war with the giants, they also would not willingly invite them into their borders. Giants are kept out of cities to avoid unnecessary damage to the buildings and… the people.

Giants have 7 HP, and no racial weaknesses.

  • A giant’s enormous size and ability to cause property damage means that guards in most settlements will take the side of anyone the giant is fighting. Every enemy facing a giant in combat within a settlement can choose to gain a guard ally as an NPC to aid them in combat.

Gnolls: Quite similar to beastkin, gnolls are something akin to a hyena but upright. Unlike beastkin their origin doesn’t come from lycans or from a pact with nature. Gnolls are just gnolls, a mean nasty bunch that work together to carve out little slices of territory. They can be violent, especially in numbers, but generally don’t try to take human settlements. For this reason they have always been more of a threat to travelers. Gnolls can be quite civil if they have reason to, and sometimes will make trades with humans and other mortal races. If gnolls live nearby though, those settlements will always have to be wary. Gnolls are physically imposing, but not supernaturally so, and given their origin does not come from shifters, they have no aversion to silver. In fact, they may take yours.

Gnolls have 5 HP, and no racial weaknesses.

Harpies: Vicious bird people have long inhabited cliffs and taken to the skies where others may not tread. Harpies can be a threat primarily due to their less than genius intelligence. They are thought to be somewhat more simple minded, and the concept of ownership is a difficult one for the Harpies to grasp. If they see something shiny they may want to take it for their nests. Harpies have wings where their arms should be, and talons on their feet along with other bird-like features. They are not overly dangerous to most travelers, except that if they see something they want, they may take it through any means that sharp talons allow.

Harpies have 5 HP, and no racial weaknesses.

Lamia/Naga: While possessing no legs, Lamia and Naga are still a type of taur with an upper half that is more human-like and a lower half that is entirely snake. Lamia are typically more human-like in their upper half, while Naga tend to be more monstrous. Lamia are often more gentle and even curious about people, while Naga can be more openly hostile. For these reasons it is often unclear if these half snakes are going to be friend or foe when they are met. Some can be allies, but when a creature can coil around and squeeze the life out of you, you tend to play it safe.

Lamia and Naga have 5 HP, and no racial weaknesses.

Lizardfolk: Not all scaled humanoids are related to dragons. Unlike kobolds and dragonkin, Lizardfolk come from the reptile family, and not from dragons. Their forms are often hulkish and with brutal strength, but their intellect is not far from any of the mortal races. The difference is that they have trouble socially with the warm blooded races. Common ground can often be hard to find with the lizardfolk, and where their territory overlaps with humans, their differences make it easy for each to think of the other as lesser, and to kill without thought. The long story of Lizardfolk living apart from the mortal races may eventually come to an end if ever the two could find ways to communicate.

Lizardfolk have 5 HP, and no racial weaknesses.

Mindflayers: No one is quite sure where the mind flayers originally came from. Many mindflayers alive today do not even know the plane they came from, but wherever it was, it was an inner plane. These alien creatures are so very different from people, appearing more like an octopus atop the body of a man. Mindflayers are actually considered more intelligent than most mortal races, and possess powerful minds able to tap into a kind of psionic magic that transcends the usual ritual and supernatural elements of mortal magic. Being psionic they often deal with the mind, either attacking the lesser races mentally, or by consuming their brains. After all, such high intellect needs to be fed well, and while inferior to them, mortal brains are a good source of what they need. For this reason Mindflayers are thought of as a natural enemy by way of predation, and while some races, in particular the drow, have worked with them before, none do so without a great amount of caution.

Mindflayers have 5 HP, and no racial weaknesses.

Minotaurs: The head of a bovine, the body of a man. Unlike other taurs who are thought to be human on top and animal on the bottom, obviously the humble bovine traded up for a humanoid form. Minotaurs are fairly intelligent, and their size is usually above that of the average man. They are physically imposing but do not often form large communities or go after mortal races aggressively. They do however love to make claims on places and keep the greedy mortals away. Minotaurs are for some reason often found wandering mazes, and will take the opportunity to punish most people for making a wrong turn!

Minotaurs have 5 HP, and no racial weaknesses.

Shadows: Denizens of the plane of shadow are rather common, in their plane. There are as many denizens of the shadow plane as their are the mortal coil. However shadows are just that, shadows of what resides on the mortal plane. For this reason many shadows capable of human-like intelligence are themselves human-like. Other shadows exist of other types of creatures, but with few capable of sentient thought. Shadows are meant to stay in their own plane however, and are typically insubstantial in the mortal plane. For this reason a Holy weapon or magic can disrupt their forms and banish them back to their home plane.

Shadow Creatures have as much HP as a human on animal of their type, but always risk taking extra damage from Holy weapons and magic.

Yuan’ti: Like Naga, the Yuan’ti are snakelike in many ways, but unlike the Naga and Lamia the Yuan’ti are highly social, and often have humanoid forms with snake-like features and skin. Their cold blooded nature leads them to being capable of nearly anything with little ability to feel compassion or empathy. Unlike many monstrous races who are dangerous because of how unlike humans they are, Yuan’ti are dangerous because of those traits they have in common. While being very snake-like, and cold blooded, Yuan’ti have a high resistance for most poisons, and mundane poisons may effect a Yuan’ti but not in the same way or to the same degree as it would any of the other races. Yuan’ti can even produce their own poison without the need to gather it.

Yuan’ti have 5 HP, but take no damage from poisons.

Abominations: Each abomination is a unique entity created, instead of being born, through foul alchemy and magic. An abomination is twisted and changed from their original form. Because each abomination is unique and their forms have been severely tampered with, an abomination cannot breed, and they can only be created. While not all abominations are powerful, those that are considered successes by their creators are rather powerful despite their amalgamation of different creatures. Not all abominations are intelligent enough to be considered sentient. Most would be considered NPCs, though it is possible to be approved to play one as a character.

Abominations have 6 HP, with no racial weaknesses. However they cannot be healed by any means besides their own natural healing. An abomination will naturally heal any wound not made with a holy weapon at the end of the day during rest, while wounds made with holy weapons heal at a normal rate starting after that.

Other Cryptids: There’s many more types of monsters out there than what are listed above. These creatures come from various myths and from various regions with sources like curses or other folktales. Many of those creatures would only be used as NPCs due to their lack of human-like intelligence. Those that may not be listed here on this page can be discussed with staff and decided upon. Some that we may have missed might be added here to the list, while others may simply be rare enough they will just be given an HP value. Default, other monsters have simply 5 HP unless given a different amount by staff.

Default 5 HP, with no racial weaknesses.

  • Except for Shadows, Gargoyles, and Yuan’ti, all monster races are vulnerable to mundane poisons.
  • Abominations and Other Cryptids may only be played by a player upon staff approval, which would include backstory for abominations and mythological origin for Cryptids.