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Roll20 Marketplace Product

Monstrous Species

Author: Arctic Druid Grove

Compendium Expansion: Readable and searchable in all games using this game system, and in the Compendium.

Price: $4.99

Presented here are updates to 40 new 5e and 5.5e compatible species. These species are based on previously published DnD monsters from 5e or previous editions that currently do not have a player option. These species are designed to be balanced against existing 5e species, with new and interesting abilities to build around.

The species include:
Abeil, beefolk with stingers, flight, and three different subspecies: the Vassal, the Soldier, and the Queen
Abishai, devil creatures with sharp claws, devil's sight, and five subspecies: White, Black, Red, Blue, and Green, each with unique magical abilities
Alaghi, yeti-folk with thick fur to survive the cold and a knack for thrown weapons
Armand, armadillo-folk with natural armor and sharp claws that allow them to dig into the ground for partial cover
Babazu, devils with venomous beards and the ability to sacrifice their defenses to boost their attacks
Brownie, kind-natured fey creatures with a knack for illusion magic
Canid, dog folk with six different subspecies: hound, lythari, lupin, herding, spitz, and toy
Cyclopskin, one-eyed giant creatures that specialize in either the use of bludgeoning weapons or the use of psionic powers
Dabus, celestial creatures from Sigil that speak in runic symbols, float on the ground, and have a special connection to portals
Desmodu, batfolk from the underdark with leathery wings, blindsight, and the ability to use ultrasonic attacks
Drider, large insectoid creatures that can climb up walls. They can be Lolthian, with the ability to shoot webs and use drow magic, or Tlincalli, scorpionfolk with long stingers
Ettercap, spider-like creatures that live in caves, can speak with spiders, and have fangs that can daze their targets
Gargoyle, stone-statue-like creatures that can fly and can petrify themselves to bolster their defenses
Gorgon, medusa creatures with keen senses and a petrifying gaze
Grimlock, underdark creatures that rely on smell and hearing more than vision to track down and defeat their foes
Groundling, hardy badger-folk with exceptional digging abilities
Gulgar, crystalline creatures connected to the elemental plane of earth with tremorsense and booming voices
Harpy, winged creatures with sharp claws, and the ability to sing an enchanting melody
Illithid, mind flayers with tentacles, the ability to extract the brains from creatures for sustenance, and use psionic mind blasts. Includes three subspecies: Alhoon, Tzakandi, and Ulitharid
Kappa, amphibious and deceptive people with a depression on the tops of their heads filled with water, as well as a hard shell
Killoren, fey creatures with a deep connection to nature
Korred, small carefree creatures with magical hair that can be woven into magical items and a connection to earth magic
Merregon, fiendish soldiers that speak telepathically and have a hive mind
Mongrelfolk, a highly adaptable species that uses traits from multiple species
Myconid, mushroom-folk that can communicate with fungal spores and poison their foes with their noxious fists
Nerra, a species from the plane of mirrors with reflective skin that can reflect spells and allows them to teleport between reflective surfaces
Nymph, fey spirits innately tied to a certain landscape. Includes three subspecies: Dryads, Naiads, and Oread
Quickling, exceptionally fast small fey creatures that can maneuver all around the battlefield
Ratatosk, squirrel-folk that can climb trees to give themselves advantages in combat and evade attacks
Saurial, dinosaur-folk including four subspecies: Finheads, Bladebacks, Hornheads, and Pterofolk
Selkie, an aquatic species with shapechanging abilities
Skeleton, undead creatures made from animated bones
Sirine, an aquatic species that use their Siren's Song to lure in and debilitate their foes
Slyth, shapechangers that can transform themselves into amorphous blobs and use unique weapons
Spriggan, gnome-like creatures also known as bog-sprites that can use magic to grow to large size and cast a variety of spells
Sylph, fey people with dragonfly-like wings, and a connection to the elemental plane of air that lets them cast wind spells and turn invisible
Treant, tree-folk with thick bark and five unique subspecies: Magnolid, Mirkwood, Rotwood, Pine, and Fagales
Troll, regenerating giant-folk with sharp claws. Includes seven subspecies: Fell, Fire, Snow, Cave, Forest, Scrag, and Rot
Yakfolk, magical theocrats with thick hide and a connection to genies
Yurian/Alda, crab- and lobster-folk with a chitinous exoskeleton and pincers

The thematics of existing monster species have not been changed, and their abilities have been translated to be easily implemented into character abilities without breaking the game or creating unfair mechanics. In all of these species, players can assign ability scores as they please, with a +2 increase to one ability and a +1 increase to a second ability, or a +1 increase to three different abilities. I hope you enjoy these options and that they make your games more fun for everyone at your table!

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