Family: Molefolk

Small humanoid (molefolk), neutral

Armor Class 13 (leather)
Hit Points 11 (2d6 + 4)
Speed 20 ft., burrow 40 ft.

12 (+1) 13 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+1)

Skills Athletics +3, Stealth +4
Senses tremorsense 30 ft., passive Perception 11
Languages Common, Umbral
Challenge 1/4 (50 XP)
Proficiency Bonus +2


  • Burrow. Molefolk cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter.
  • Keen Smell. The molefolk has advantage on Wisdom (Perception) checks that rely on smell.


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Dirt Dive. The molefolk dives into the earth directly below them and can move up to their burrow speed. Moving in this manner does not provoke attacks of opportunity.


This small, black-furred humanoid has oversized clawed hands, clamped together in a nervous gesture. His tiny eyes stare at you from behind a pair of thick spectacles positioned on his long pink nose.

Very little is known about the secretive molefolk, and this reclusive race prefers it that way.

Subterranean Hermits. Molefolk are solitary creatures and fiercely defend their territories from intruders and other molefolk. These possessive individuals dig out intricate systems of tunnels to serve as their private strongholds. Every couple of years, a molefolk meets up with others of its species to mate, but otherwise, they are perfectly content to expand their underground homes in solitude.

Reluctant Guides. A molefolk’s ability to quickly create underground tunnels fit for travel is unparalleled. This talent attracts interest from cunning or desperate travelers hoping to sneak into or out of dangerous regions. A molefolk can occasionally be convinced or coerced to offer their skills.

Section 15: Copyright Notice

Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch.

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