×   Part 2: Race Creating Your Race Bestial Races Humanoid Races Monstrous Races Special Races
Iron & Aether
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Part 2: Races   ☰

Monstrous Races

Each of the Races given here has features that make them more monster-like, with the aesthetics to match. Feel free to use them as-is, modify them with other features, or mix them with any other Race at your discretion.

Drakkar Traits

Appearance. Drakkar are covered head-to-toe in scales and have sharp teeth, claws, and prehensile tails. Horns of various lengths and styles decorate their heads, upper backs, and joints. Male Drakkar typically have larger and more pronounced horns than females. Their eye colors are usually green, red, yellow, or blue.
Life Expectancy. Drakkar usually live to be about 80. They reach maturity at around 15.
Size. Drakkar vary from about 180 - 210cm tall and are stocky in build, usually around 200 – 300 pounds. They are Big creatures.
Languages. You can speak and write Common and Drake.
Dodge Penalty. Drakkar have a Dodge Penalty of -4.
R-DEF. Being Big, your R-DEF is your M-DEF + 2.
Speed. Drakkar's base Speed is 2.5m/sec since they are Big.
Ability Score Adjustments. Since you are Big, you gain .5 to your STR and lose .5 in DEX.

Race Features

Drakkar are dragon-like, and the following are several Race features that fit that theme. Select 4 features from this or any other Race feature list.
Breath Weapon. Select one damage type that is not fatigue, physical, or true; once between night's rests, you can take 3 seconds (independent of your DEX) to expel a damaging burst of energy of that damage type out of your mouth. This burst can take the form of either a 5-meter cone or a 10-meter line, deals 1d8 + your CON score base damage, and scales with your chosen Weapons Proficiency.
Claws and Fangs. Drakkar have sharp claws, which count as Unarmed weapons and deal 1d4 physical base damage.
Scales. Drakkar are covered in scales that increase their Natural Armor score to 2.
Tail. You have a prehensile tail, which is flexible, long, and strong enough to essentially function as a 3rd arm.
Wings. You have a pair of leathery wings that grant you a flying speed; this flying speed is determined by your Size and STR score in the same manner your walking speed is determined by your Size and AGI score. However, flying is exhausting, and after doing it for 3 seconds, you will take 1 fatigue damage per second until you land.

Goblin Traits

Appearance. Goblins are generally thin and lanky creatures, with black or dark grey hair and similar eyes. Their limbs have the appearance of being just a bit too long for their lean torsos, and their skin varies between shades of dull grey, green, red, yellow, and blue, with the individual Goblins of one tribe or clan generally being varying shades of one hue.
Life Expectancy. Goblins live short lives, maturing at 10 years old and living to around 70.
Size. Goblin height varies by about a foot, from as short as 120cm to as tall as 150cm, and they weigh anywhere between 60 to 140 pounds. They can be Small (120-130cm) or Medium (131-150cm).
Languages. You speak Common and Monstrine.
Natural Armor. Goblins have a Natural Armor score of 1.
Dodge Penalty. Goblins are small and lanky, making them hard to hit; if you are Small, your Dodge Penalty is -2 and if you are Medium, your Dodge Penalty is -3.
R-DEF. If you are Small/Medium, your R-DEF is your M-DEF + 3/2.
Speed. Being Small/Medium makes your base Speed 1.5/2m/sec.
Ability Score Adjustments. If you are Small, you gain .5 to your DEX and lose .5 in STR.

Race Features

Goblins are slippery little creatures, and the following are several Race features that fit that theme. Select 4 features from this or any other Race feature list.
Ability Score Improvement. Improve your DEX or AGI by .5, up to 5. You can take this feature twice.
Adaptability. Your people have adapted to survive in a given environment, granting you resistance to one damage type that is not fatigue, physical, or true. If you select poison, you do not gain resistance but instead gain advantage on saves against poisons and diseases.
Animal Reflexes. Your animalistic instinct for danger improves your Reflex score by 1.
Claws and Fangs. Your Unarmed attacks deal 1d4 physical base damage.
Infrared Vision. You can perceive the heat that objects give off via infrared sight.
Quadridextrous. You have 4 arms instead of 2.

Kobold Traits

Appearance. Kobolds are covered head-to-toe in scales of any one or two colors, usually the same as the environment their clan has survived in for several generations. Kobolds also have horns on their heads or spines running down their backs, though the lengths and styles of these vary from clan to clan and Kobold to Kobold. Their eye color is extremely varied. Female Kobolds have no perceptible breast tissue, longer snouts than males, and shorter horns/spines.
Life Expectancy. Kobolds live to around 60 and mature by the time they are 8.
Size. Kobolds are short and slender, being 100-130cm tall and usually weighing about 75-120 pounds; their size is Small.
Languages. You can speak and write Common and Drake.
Dodge Penalty. Due to your diminutive size, your Dodge Penalty is -2.
R-DEF. Your R-DEF is your M-DEF + 4.
Speed. As a Small creature, your base Speed is 1.5m/sec.
Ability Score Adjustments. Being Small, you gain .5 to your DEX and lose .5 in STR.

Race Features

Kobolds are dragon-like - if small - and the following are several Race features that fit that theme. Select 4 features from this or any other Race feature list.
Breath Weapon. Select one damage type that is not fatigue, physical, or true; once between night's rests, you can take 3 seconds (independent of your DEX) to expel a damaging burst of energy of that damage type out of your mouth. This burst can take the form of either a 5-meter cone or a 10-meter line, deals 1d8 + your CON score base damage, and scales with your chosen Weapons Proficiency.
Claws and Fangs. Your sharp claws and teeth, which are Unarmed weapons, deal 1d4 physical base damage.
Infrared Vision. You have infrared vision; your eyes become red when seeing in the infrared spectrum.
Scales. Your scales increase your Natural Armor score to 2.
Tail. You have a prehensile tail, which is flexible, long, and strong enough to essentially function as a 3rd arm.
Wings. You have a pair of leathery wings that grant you a flying speed; this flying speed is determined by your Size and STR score in the same manner your walking speed is determined by your Size and AGI score. However, flying is exhausting, and after doing it for 3 seconds, you will take 1 fatigue damage per second until you land.