5e SRD >Races >

Houyhnhnm

Houyhnhnm are sentient, long-lived horses that see themselves as superior to other races. They have lived in an isolated island kingdom for thousands of years, only now venturing into the world. Though they can be arrogant, as they encounter new races the houyhnhnm worldview has begun to change.

Traits

Ability Score Increase. Your Strength score increases by 3.

Age. Houyhnhnm are foals until they reach maturity at age 8. They can live 10,000 years.

Alignment. Arrogant and xenophobic, houyhnhnm rigorously enforce laws that benefit only their kind. They care little for the health and feelings of others. They are typically lawful evil.

Rarity. Rare.

Size. Standing as horses, houyhnhnm are between 4 1/2 and 5 1/2 feet tall and are around 8 feet long. They weigh anywhere between 800 and 1,200 pounds. Your size is Large.

Speed. Your base walking speed is 50 feet.

Charger. You have the Charger feat.

Hooves. You have hooves you can use to strike, and so your unarmed strikes can deal 1 d6 bludgeoning damage. Your hooves have the light weapon property, and you have proficiency with them.

Houyhnhnm Weapons. You are unable to use normal melee or ranged weapons. However, you can wear modified horseshoes that have the light weapon property and allow your hooves to deal either slashing or piercing damage; these cost 15 gp each. You can opt for heavier horseshoes that cost 20 gp each and allow your hooves to deal ld8 bludgeoning, slashing, or piercing damage. You can wear a different weapon-shoe on each hoof, but you take a 5-foot penalty to your walking speed if you wear three shoes, and a 10-foot penalty for four. (The GM might allow other hooved species access to these weapons.)

Monstrosity. Your creature type is monstrosity. However, spells and effects that normally target only humanoids still affect you.

Poor Climber. Due to your build, each foot you climb costs you 4 feet of extra movement.

Trampler. If you move so you qualify for the damage bonus from your Charger feat and hit with your hooves attack, you can force your target to attempt a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). If the target fails, you can knock it prone as part of dealing your hooves’ damage.

Languages. You speak, read, and write Common and Houyhnhnm.

Variants

You can choose to play as a variant horse-like species with the following changes:

Daymare

You have a white or silver coat and deliver dreams to mortals. Your Strength score instead increases by 2, and you gain the Dream Rest trait of the storyteller race. Your creature type is celestial, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Astral, Celestial, or Whimsy. Daymares are legendary and often chaotic good.

Kelpie

You have a scaled coat. Your Strength score instead increases by 2, and you gain the amphibious and Ocean Dweller traits of the merfolk race. You also have a swimming speed of 30 feet. Your creature type is elemental, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Aquatic or Elemental.

Kelpies are rare and often chaotic evil.

Nightmare

You have a black coat and red eyes, delivering nightmares to mortals. Your Strength score instead increases by 2, and you gain the Dream Rest trait of the storyteller race. Your creature type is fiend, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Infernal or Shadowtongue. Nightmares are legendary and often neutral evil.

Pegacorn

You have wings, a horn, and a coat that can present in a variety of colors. Your Strength score instead increases by 1, and you gain the Weak Wings trait (see Appendix A). In addition, you can use a horn that grows from the center of your forehead to deal damage with your unarmed strikes like your hooves.

Your creature type is celestial, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Celestial, Skyborn, or Whimsy. Pegacorns are mythical and often neutral good.

Pegasus

You have wings and a white coat. Your Strength score instead increases by 2, and you gain the Weak Wings trait (see Appendix A). Your creature type is celestial, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write either Celestial or Skyborn. Pegasi are legendary and often chaotic good.

Power Pony

You have a coat that can be a variety of bright colors with markings that resemble hearts, butterflies, or rainbows, for example. If you vomit it is rainbow colored. Your Strength score instead increases by 2, and you know the friends cantrip. If you use that cantrip to help the target in some way, the target doesn’t become hostile to you when the spell ends.

Your creature type is fey, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Whimsy. Power ponies are legendary and often neutral good.

Reindeer

You are a magical reindeer. Your Strength score instead increases by 1, and you gain the Superior Movement trait of the superion race. In addition, you can cast the light cantrip, but the target is your nose and you need no material components.

Your creature type is fey, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write Glacial or Whimsy.

Reindeer are legendary and often lawful good.

Unicorn

You have a horn and a pure white coat. Your Strength score instead increases by 2, and you can use a horn that grows from the center of your forehead like your hooves to deal damage with your unarmed strikes.

Your creature type is celestial, although spells and effects that normally target only humanoids still affect you. You also speak, read, and write either Celestial or Skyborn. Unicorns are mythical and often lawful good.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims