Maghra are tall, muscular human-looking creatures. At first glance, they simply appear as pale, dull-seeming barbarians. Their hair is worn long and wild, and aside from their pale skin, the only giveaway of their inhuman nature is their blood-tinged eyes.

Upon closer examination, their teeth are elongated and sharp. Their tongue drifts restlessly in their mouth, giving them a somewhat serpentine quality. When roused, their eyes deepen with blood, giving them truly frightful.

They typically dress in the rough clothes they can make, simple leathers and furs. They also make trophies out of those they have slain to wear as badges of honor.

Bloodthirsty Warriors

The maghra originated as a tribe of human barbarians living at a stone-age level in the desolate Northlands.

Whenever a worthy foe was felled, his heart was cut free and the blood drunk to give their warriors strength. Other local tribes were horrified by this practice and rightfully shunned the maghra, and eventually, they lacked any allies or trade partners.

Unable or unwilling to adapt, the maghra starved and retreated into more and more desolate areas. Despite their ferocity, the maghra knew facing these larger tribes in direct conflict would lead to their destruction.

Conquerors of The Undead

The maghra eventually found sanctuary in the Jaws of the Underworld, a cavernous system rumored to lead to the center of the world, where the dead dwell. Once within the Jaws of the Underworld, however, they were unable to break free. Cut off from the surface, it was not long before they began to cannibalize their own dead, an abhorrent practice even for them. Scouting parties of starving maghra were sent deep within the caverns where they encountered a city of the dead. The scouts returned with the rest of the tribe and launched a massive attack, bringing a ferocity unmatched. The maghra were already crazed from hunger, and their victory drove them into a frenzy.

In tribal fashion, they ripped the ghoul’s hearts from their bodies and shared the blood among them. They passed a necromancer’s severed head around and drank from it. The maghra partaking in the blood rite that night were forever changed. The blood of ghouls that now pumped within their veins made them something more than human, something stronger and more terrifying.

Unrelenting Assault

The maghra categorize other creatures outside their tribe as either prey or enemy. Prey is intended to be consumed without a second thought. on the other hand, enemies are creatures too powerful or dangerous to kill and are best avoided.

A lone maghra can track down and kill prey with great efficiency. When maghra band together to hunt prey, they become an unstoppable force. Entire villages have vanished in the wake of a band of maghra marauders and their insatiable hunger.

Maghra settle in caverns and other dark recesses. Some have been known to live within elder forests where the burning light of day does not reach the ground. They dwell in the darkness and plot their next raids.


Your maghra character has several traits from their strange nature as part alive and part undead.

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Maghra mature more quickly than humans and often begin hunting before they turn 13, and they often hunt alone or adventure by the time they turn 16.
  • Alignment. Most maghra are Chaotic and Evil.
  • Size. Maghra are slightly leaner and shorter compared to humans, often standing a little over five feet in height and weighing 150 to 180 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Language(s). You can speak, read, and write Common and Maghra.
  • Senses. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Devourer. You are immune to diseases. In addition, you have advantage on saving throws against poison.
  • Hunter of Prey. You have proficiency in your choice of one of the following skills. Athletics, Intimidation, Perception, or Survival.
  • Dreadful Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + Strength modifier, instead of the bludgeoning damage for an unarmed strike.

Alternative Abilities

Within any given maghra tribe, a few of their kind are born more feral and more bestial. These maghra are viewed as superior hunters and worthy of greater respect.

  • Dread Claws. The ghoulish blood flowing through your veins has twisted and transformed your body, granting you wicked claws. Your claws are a natural weapon, which you can use to make an unarmed strike. If you hit with your claws, you deal slashing damage equal to 1d6 + Strength modifier, instead of the bludgeoning damage for an unarmed strike.

This trait replaces your choice of either Dreadful Bite or the Devourer trait.

d4 Maghra Quirks
1 You describe things in terms of food, taste, and the hunt.
2 Your gestures and habits make those around me uncomfortable. This is especially true when you stare at bloody wounds with fascination.
3 The strange shaman cursed you before you devoured him. He was tasty, but his flesh gave you a strange feeling.
4 You like to collect trophies from slain enemies and prey—the grislier, the better.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

This is not the complete section 15 entry - see the full license for this page