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Beetlefolk & Goatfolk | 5e Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Beetlefolk

Beetlefolk is a monster supplement for 5e that presents an insectoid civilization built around colony structure, hardened chitin, and disciplined defensive behavior. Rather than acting as chaotic monsters, beetlefolk operate with instinctive cooperation and caste-like roles that shape how they fight, build, and defend their tunnels.

The intent of this product is mechanical clarity and encounter variety without CR inflation. This ladder progresses from vulnerable larval young through increasingly specialized battlefield castes, culminating in the Scarab Sage who directs the colony through ritual magic and pheromone command. The ladder caps at CR 6 so that beetlefolk remain regional threats suited for settlements, tunnel systems, and wilderness colonies rather than world-ending forces.

Beetlefolk encounters emphasize formation fighting, terrain familiarity, and biological specialization. Some castes dig, some hold defensive lines, and others break enemy ranks through sheer momentum. When used together they create encounters that feel coordinated and instinctively organized rather than chaotic.

Cultural details are intentionally minimal. Whether beetlefolk are an ancient subterranean civilization, a magically altered species, or simply an unusual insectoid people is left to the GM. These stat blocks are tools for building colonies, tunnel defenses, and strange frontier encounters wherever they best fit your world.

Beetlefolk Roster

Beetlefolk Larva (CR 0): Soft-bodied young protected deep within colony chambers until their chitin hardens.
Beetlefolk Drone (CR 1/4): Broad-backed laborer and basic defender forming the colony’s frontline workers.
Beetlefolk Burrower (CR 1/2): Digging skirmisher capable of ambushing enemies from below the earth.
Beetlefolk Shellguard (CR 2): Heavy infantry with layered chitin armor that anchors defensive lines.
Beetlefolk Hornstriker (CR 4): Shock warrior built around brutal horn charges that break enemy formations.
Beetlefolk Scarab Sage (CR 6): Mystic colony leader who guides beetlefolk through ritual earth magic and command pheromones.

Goatfolk

Goatfolk is a monster supplement for 5e that introduces a race of bipedal mountain humanoids built for vertical terrain, narrow ledges, and deadly elevation. Instead of treating mountains as simple difficult terrain, this roster presents creatures who dominate height, footing, and positioning as their primary form of combat.

The intent of this product is encounter design through terrain interaction. Each goatfolk shares a common identity—sure-footed, fast-climbing, and nearly impossible to displace—while scaling in strength, coordination, and battlefield control as their rank increases. From young climbers to ancient elders, every rung reinforces the same core principle: the mountain is their weapon.

These creatures do not rely on complex tactics or magic. Their strength lies in physical mastery of terrain. They ram, kick, and drive enemies backward, turning every ledge into a threat and every drop into a potential kill. Where other creatures struggle to stand, goatfolk fight with total confidence.

Goatfolk are defined by stubbornness. Once they claim ground, they do not yield it. This trait manifests not only culturally but mechanically, through resistance to forced movement, fear, and loss of footing. Attempts to push, trip, or reposition them often fail, while they themselves excel at doing exactly that to others.

Goatfolk appear wherever mountains dominate the landscape:

- Narrow cliffside paths where a single misstep means death.
- High crag settlements carved into sheer rock faces.
- Sacred peaks and wind-scoured ridgelines.
- Mountain passes where they control movement through the heights.

Most goatfolk fight defensively, holding terrain rather than pursuing enemies. Faster variants reposition constantly across vertical surfaces, while stronger individuals anchor chokepoints and punish movement. Leaders coordinate these efforts, turning chaotic terrain into controlled battlefields.

Encounters with goatfolk should emphasize verticality and danger:

- Combat takes place on ledges, slopes, and uneven ground.
- Movement is risky, and falling is a constant threat.
- Enemies are pushed, repositioned, and forced into bad footing.
- The environment itself becomes a primary source of danger.

While a single goatfolk can be dangerous in the right terrain, groups become significantly more threatening. Together, they control space, deny movement, and systematically force intruders into lethal positions.

Use these monsters to transform mountains from background scenery into active, hostile environments. Populate high passes with territorial defenders, create cliffside ambushes, or build entire encounters around elevation and movement.

In the high places of the world, goatfolk do not chase their enemies. They stand firm, hold the ledges, and let the mountain do the killing.

Goatfolk Roster

Goatfolk Kid (CR 0): Sure-footed young climber comfortable on steep slopes and narrow mountain ledges.
Goatfolk Herdfolk (CR 1/4): Mountain commoner with strong balance, stubborn resolve, and powerful kicking legs.
Goatfolk Cragsprinter (CR 1/2): Agile cliff-runner that uses speed, elevation, and ramming attacks to control positioning.
Goatfolk Perchguard (CR 1): Defensive mountain warrior who anchors narrow terrain and punishes movement with horns and hooves.
Goatfolk Horncaller (CR 3): Stubborn battlefield leader who rallies allies and repositions them across dangerous terrain.
Goatfolk High Crag Elder (CR 5): Nearly immovable master of the peaks whose balance and strength make it one with the mountain.

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