Monstrosity Type Player Races

by Wolf1215

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Monstrosities V2

Aldani (Lobsterfolk)

Aldani are the cursed denizens of a since fallen fishing town, that now inhabit the aquatic surfaces throughout the oceans.

Alignment

Aldani tend to Law, from the structured lives they lead in their villages.

Physical Traits

Ability Score Increase: WIS +2; STR +1
Size: Medium
Speed: 20 ft., Swim 30 ft.

Lobster-like Shell

Your creature type is Monstrosity, rather than Humanoid, and your hard shell gives you an AC of 13 + your Constitution modifier, but makes you unable to wear heavy armor.

Amphibious

You can breathe air and water.

Claw

You can use your claws to make an unarmed strike, dealing 1d6 + your strength modifier slashing damage on a hit.

In addition, you are unable to wield weapons and shields, unless they are specifically made for you.

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.

Blindsight

You can perceive your surroundings without relying on sight, within a 15 feet of you.

Fisher's Skills

You have proficiency in both the Perception and Survival skills.

Languages

You can speak, read, and write Common.

Doppelganger

The doppelganger is a devious creature, capable of taking the shape of anyone, so keep an eye out for them and their changeling offspring.

Alignment

Doppelgangers tend toward Neutrality, as their nomadic nature lends more to that lifestyle.

Physical Traits

Ability Score Increase: DEX +2; CHA +1 or WIS +1
Size: Medium
Speed: 30 ft.

Impostor's Ingenuity

You gain proficiency in your choice of Deception or Insight.

Monstrous Charmer

Your creature type is Monstrosity, rather than Humanoid, and you are immune to the charmed condition.

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.

Shapechanger

You can use your action to polymorph into a Small or Medium humanoid you have seen, or back into your true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

As such, you hold the shapechanger tag.

Ambusher

In the first round of combat, you have advantage on attack rolls against any creature you surprised.

Languages

You can speak, read, and write Common.

Chitine

These Multi-armed menaces are arachnoid and plentiful, and originally formed by Drow who incurred Lolth's wrath by doing so.

Alignment

Chitines tend towards Chaos and Evil, largely in part to Lolth's influence and the horrible conditions of the Underdark

Physical Traits

Ability Score Increase: STR +1; DEX +1; CON +1
Size: Small
Speed: 30 ft., climb 30 ft.

Many-Limbed Menace

Your creature type is Monstrosity, rather than Humanoid.

In addition, you have two extra arms that can be used to use objects and preform somatic components of spells, but cannot be used for holding shields or holding multiple two-handed weapons.

Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Web Walker

You ignore movement restrictions caused by webbing.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Weaver

You can create various structures and garments from your web, of which can stretch to 20 feet before risking unintentional breakage.
In addition, you have a +1 bonus to AC while wearing Web Armor.

Languages

You can speak, read, and write Undercommon.

Ettercap

The ettercap is a arachnoid creature, who, rather than small insects, devours small fey that get stuck in its web.

Alignment

Ettercaps tend more toward Evil, as their hatred of Fey results in baseless killing.

Physical Traits

Ability Score Increase: STR +2; DEX +1 or CON +1
Size: Medium
Speed: 30 ft., Climb 30 ft.

Arachnoid Abomination

Your creature type is Monstrosity, rather than Humanoid, and you gain proficiency in two of the following skills of your choice: Perception, Stealth, or Survival.

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.

Web Walker

You ignore movement restrictions caused by webbing.

Web

You can, as an action, make a ranged attack roll against one creature that is Large or smaller within a 30-foot regular range and 60-foot long range to restrain it with webbing. As an action, the restrained creature can make a Strength check (DC 8 + your Constitution modifier + your proficiency bonus), escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity t bludgeoning, poison, and psychic damage.

You can use this action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Claws

You can make an unarmed strike with your claws, dealing 1d4 + your Strength modifier slashing damage, instead of the usual bludgeoning damage.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web.

Languages

You can speak, read, and write one language of your choice.

Harpy

These winged collectors are victims of an ancient curse that created the first harpy, and their beautiful songs lure those to a fate more merciful than their own.

Alignment

Harpies tend towards Chaos and Evil, seeking to destroy that which cursed them.

Physical Traits

Ability Score Increase: DEX +1; CON +1; CHA +1
Size: Medium
Speed: 20 ft., fly 40 ft.

Cursed by the Divine

Your creature type is Monstrosity, rather than Humanoid, and you gain proficiency in the Survival skill.

Antimicrobial Oil Gland

You have advantage on checks made to resist poison and disease, and can use this oil on a creature affected by a disease or the poisoned condition to give them a bonus to their check equal to your Constitution modifier. You can use this trait on another creature a number of time equal to your Constitution modifier (Minimum 1), and regain all expended uses uses at the end of a long rest.

Luring Song

You sing a magical melody as an action. Every Humanoid and Giant within 120 ft. of you that can hear the song must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier) or be Charmed until the song ends. You must take a Bonus Action on its subsequent turns to continue singing. You can stop singing at any time. The song ends if you are Incapacitated. If you take damage while singing, you must make a Constitution saving throw, as if you were concentrating on a spell. After 10 minutes, the song ends, and all creatures affected become immune to your song for 24 hours. While Charmed by you, a target is Incapacitated and ignores the songs of other harpies. If the Charmed target is more than 5 ft. away from you, the creature must move on its turn toward you by the most direct route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the Effect ends on it. A target that successfully saves is immune to your song for the next 24 hours.
You can use this trait a number of times equal to half your Charisma Modifier (Rounding up) (Minimum 1), and regain all expended uses when you finish a long rest.

Claws

You can use your claws to make an unarmed strike, dealing 1d4 + your Strength or your Dexterity Modifier slashing damage rather than the usual bludgeoning damage.

Wings of the Gruesome

You have a flying speed of 40 ft. while not wearing heavy armor.

Languages

You can speak, read, and write Common and one language of your choice.

Merrow

The corrupted merfolk that infest the aquatic Abyss and the oceans.

Alignment

Merrow tend towards Chaos and Evil, due to their Abyssal influences

Physical Traits

Ability Score Increase: STR +2; CON +1 Size: Large Speed 10 ft., swim 40 ft.

Abyssal Bullies

Your creature type is Monstrosity, rather than Humanoid, and you have an AC of 13 + your Dexterity modifier.

Amphibious

You can breathe air and water.

Claws

You can make an unarmed strike with your claws, dealing 1d6 + your Strength modifier slashing damage rather than the usual bludgeoning damage.

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.

Monstrous Feeder

You can consume the flesh of any edible creature you have killed, as an action, to gain a number of temporary hit points equal to your Constitution modifier (Minimum 1). You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Languages

You can speak, read, and write Abyssal and Aquan.

Racial Feats

Mind Reaper

Prerequisite: Doppelganger

You focus your abilities, honing in on the mind of those around you, gaining the following benefits:

  • You gain proficiency in either the Deception or Insight skill, if you already have proficiency in both, you can choose one to double your proficiency bonus to.
  • You gain the following action to take on your turn:
    Read Thoughts
    You can magically read the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the targets thoughts you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
    Once you use this trait, you cannot do so again until you finish a long rest.

Grappling Claws

Prerequisite: Aldani

You learn to use your claws to hold things in a vise-like grip, granting the following benefits:

  • Your Strength score increases by 1, to a maximum of 20
  • You can, when you hit with a claw attack, forgo dealing damage and instead grapple the creature. You can have have only one creature grappled in each claw.

Abyssal Aura

Prerequisite: Merrow

Your abyssal deformity allows you to impart fear into those around you, granting the following benefits:

  • You gain proficiency in the Intimidation skill. If you already have proficiency, you can double your proficiency bonus for this skill.
  • You gain the following Trait

Fear of the Depths
You can, as a bonus action, you can attempt to frighten creatures that can see you within 40 feet of you. When you use this, you must make a Charisma (Intimidation) check, that each creature within range must contest with a Wisdom saving throw. Creatures must succeed this save or be frightened of you for 1 minute, and can repeat the save at the end of each of their turns. Fiends automatically succeed this save.
You can use this trait a number of times equal to half your Charisma modifier (Minimum 1), and you regain all expended uses when you finish a long rest.

Limb Renewal

Prerequisite: Aldani

Your flesh mends more quickly than others, granting the following benefits:

  • You can, as an action, regain a number of hit points equal to your Constitution score. Once you do so, you cannot again until you finish a Long rest.
  • When you regain Hit points, you gain temporary hit points equal to half your proficiency bonus (rounding up).

Arachnoid Antithesis

Prerequisite: Ettercap

Your body develops more of your Arachnoid structures, granting you the following benefits:

  • You gain a +1 bonus to AC while not wearing heavy armor.
  • You can use your mandibles to attack, dealing 1d8 + your Strength modifier piercing damage and 1d6 poison damage on a hit. The target must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Follower of Lolth

Prerequisite: A creature under Lolth's influence (Drow, Chitine)

You have the Spider Queen's blessing, granting the following benefits:

  • You can, over the course of a short rest, summon a spider to serve as a familiar (as if summoned from the find familiar spell). You can telepathically command the spider while it is within 1 mile of you. The spider can hold a tiny object in an extradimensional space until commanded to remove it. If the spider dies, the object in the space is shunted into the nearest empty space from where the spider died.

Additional Information

Items

Web Armor

Medium Armor


  • Cost: 10 gp
  • Weight: 8 lbs.
  • AC: 12 + DEX (Max 2)

This armor is made of layered webbing, and is slightly sticky on the inside, and extremely sticky on the outside.
A creature wearing this armor has advantage on checks made to grapple a creature, and disadvantage on checks to escape a grapple.
Donning and Doffing this armor takes twice as long.

Modified Equipment

Aldani Armor

Armor Type


  • Cost: Three times original cost
  • Weight: Two times the original weight.

This Modification must be made by a skilled Leatherworker/Blacksmith, as the shape of an Aldani isn't the usual, and requires much more material and time to make.

Aldani Weapons

Simple Melee


  • Cost: Original Cost + 10gp
  • Weight: Original Weight + 2 lbs.

This modification takes extra material, strengthening and reshaping the handle of a normal weapon.

Simple ranged


  • Cost: Original Cost + 15gp
  • Weight: Original Weight + 3 lbs.

This modification reshapes the weapon to fit in the claws of an Aldani.

Martial Melee


  • Cost: Original Cost + 20gp
  • Weight: Original Weight + 4 lbs.

This modification takes extra material, strengthening and reshaping the handle of a normal weapon.

Marial Ranged


  • Cost: Original Cost + 30gp
  • Weight: Original Weight + 3 lbs.

This modification reshapes the weapon to fit in the claws of an Aldani.

 

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