5e SRD >Races >

Mutant

A shark-headed sailor’s teeth slam against the hard carapace of a buccaneer with the claw of a crab, while a halfling assassin with a hooked beak and eagle wings swoops down from the ships rigging, poisoned daggers bearing down.

Mutants are creatures permanently transformed by magic, the gods, or alchemical means into an amalgamation that resembles their original form accentuated with attributes of another creature. Mutants are generally varied, but some mutations prove their resilience and become the root of established races, which some scholars believe to be the root of races like goashen, kitsune, catfolk, gnolls, and lizardfolk.

Fang and Claw

Mutants are humanoids with the bestial features of the creatures they’ve mutated with. Many mutants have features of common beasts, such as tails, feathered skin, scales, or horns. Some mutants resemble monstrosities or magical beasts, though these mutants are less common.

Society’s Outcasts

Because of their abnormal appearance, most mutants are outcasts and hermits, while some find acceptance among changeling communities or even among lycanthropes. Living on the edges of society or in the wilds, they adopt their own rules for survival. As mutants are seldom accepted by “normal” beings, they tend to be secretive and standoffish.

Shadow Dwellers

Mutants congregate in quiet sewers, graveyards, dark woods, and other areas shunned by the general population. These colonies tend to be small, both for the sake of secrecy and because of the small number of mutants. It’s far more common for mutants to live solitary lives, though sometimes they manage to befriend a kind-hearted soul from the world they’ve rejected.

Traits

Mutants are shaped by transformative magic and vary widely. They have the following traits in common.

Ancestral Heritage. You must select one other race, which is the race you were before you underwent your mutation. You gain the Age, Size, and Languages traits from this race. You may also choose one other trait from this race apart from Ability Score Increase or Speed. If you select human as your race, you gain the following trait:

Ability Score Increase. Any two ability scores chosen from Wisdom, Intelligence, or Charisma each increase by 1.

Alignment. Mutants can be of any alignment. Because of their unusual nature, they are often pushed to extremes as a way of finding their way in the world, and so are seldom neutral. Many mutants heroically champion a cause, or turn to darker paths to become the monsters others perceive them to be. Most mutants tend towards chaos, as they are forced to operate outside of societal norms.

Base Mutation. You can select any base mutation below. You gain the Ability Score Increase and Speed traits listed. You may select any two additional traits from the same base mutation. If only one trait is listed other than the Ability Score Increase and Speed trait, you only gain the listed traits. If your size is Small, reduce the listed speed and any additional speed traits by 5 feet. You are proficient with any special attacks your mutation grants you.

Base Mutations

You may select one of the sets below as your base mutation. The process of mutation is fickle, and mutants rarely have all the attributes of the creature they were amalgamated with.

Height and Weight Adjustments

If you’d like to incorporate your base mutation into your character’s random height and weight calculation you can follow this simple method:

  • Tiny and Small Base Mutations. A mutation with a Tiny or Small creature removes 1 die from the height modifier of the base mutation.
  • Medium Base Mutations. A mutation with a Medium creature has no effect on the height modifier of the base mutation.
  • Large and Huge Base Mutations. A mutation with a Large or Huge creature adds 1 die to the height modifier of the base mutation.

Armadillo

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
  • Shell. Add 2 to your Armor Class.
  • Claws. As an action, you can make two melee weapon attacks with your claws that deal 1d4 slashing damage each.
  • Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 10 feet.

Axebeak

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Beak. As an action, you can make a melee weapon attack with your beak that deals 1d6 slashing damage.
  • Speed. Your base walking speed is 40 feet.

Bat

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Echolocation. You gain blindsight up to a range of 60 feet. You cannot use this ability while you are deafened.
  • Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
  • Speed. Your base walking speed is 30 feet.
  • Vestigial Wings. Your arms have leathery flaps that resemble wings. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Bear

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Claws. As an action, you can make two melee weapon attacks with your claws that each deal 1d4 slashing damage.
  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
  • Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.

Bee

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Direction Sense. You have an innate ability to discern direction. You always know the direction of true north and have advantage on checks made to avoid getting lost.
  • Speed. Your base walking speed is 30 feet.
  • Stinger. As an action, you can make a melee weapon attack with your stinger that deals 1d6 piercing damage. The target must make a 28 Constitution saving throw against a DC equal to 8 + your Constitution bonus + your proficiency bonus or take 1d6 poison damage, or half as much on a successful save. This damage increases by 1d6 for every 2 levels you have. After making a successful attack with your stinger, you gain a level of exhaustion.
  • Wings. You have transparent wings that sprout from your back and give you a limited ability to fly. While moving, you can ignore up to 10 feet of difficult or hazardous terrain such as pits you are aware of or lava. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Cockroach

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
  • Die Hard. When your hit points drop below 1, you immediately regain 1 hit point unless the amount of damage you sustained is greater than half of your total hit points. You can use this ability again after a long rest. If you are decapitated or lose a limb, you or another creature can reattach it with a successful DC 15 Wisdom (Medicine) check within 10 minutes and suffer no ill effects.
  • Speed. Your base walking speed is 30 feet.
  • Vestigial Wings. You have small, transparent wings that sprout from your back. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Crab

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Amphibious. You can breathe air and water.
  • Carapace. Add 1 to your Armor Class.
  • Claw. One of your hands has mutated into a crab’s claw. As an action, you can make a melee weapon attack with your claw that deals 1d6 bludgeoning damage, and the target is grappled. You have advantage on Strength (Athletics) checks you make to oppose a grappled creature escaping.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 20 feet.

Crocodile

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage, and the target is grappled.
  • Hold Breath. You can hold your breath for 10 minutes + your Constitution modifier.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Dolphin

  • Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
  • Echolocation. You gain blindsight up to a range of 120 feet. You cannot use this ability while you are deafened.
  • Hold Breath. You can hold your breath for 20 minutes + your Constitution modifier.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.

Dryad

  • Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
  • Barkskin. You gain barkskin as a bonus spell that does not consume a spell slot. You can cast this again after a long rest.
  • Limited Tree Stride. You ignore difficult terrain that is formed mostly of plant matter, such as dense bushes, fallen trees, or nonmagical vines.
  • Speak with Beasts and Plants. You can communicate with beasts and plants as if they shared your language.
  • Speed. Your base walking speed is 30 feet.

Ent

  • Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Knowledge in the Sap. You have advantage on Intelligence (History) and Intelligence (Nature) checks made to recall knowledge, and you are proficient in both skills.
  • Speak with Plants. You can communicate with plants as if they shared your language.
  • Speed. Your base walking speed is 30 feet.
  • Treelike. You have advantage on Dexterity (Stealth) checks to remain undetected while in wooded areas.
  • Water Diet. You can gain all the sustenance you need from drinking water and do not need to eat. You can eat if you want to, and gain nutrients from normal food.

Ferret

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Darkvision. You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage.
  • Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 10 feet.

Fly

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Filth Feeder. You can eat spoiled food without penalty. You have advantage on Constitution saving throws against becoming diseased.
  • Speed. Your base walking speed is 30 feet, and a climbing speed of 30 feet.
  • Wings. You have transparent wings that sprout from your back and give you a limited ability to fly. While moving, you can ignore up to 10 feet of difficult or hazardous terrain such as pits you are aware of or lava. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Frog

  • Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
  • Amphibious. You can breathe air and water.
  • Powerful Legs. Your powerful legs allow you to jump an additional 10 feet horizontally, or 5 feet vertically.
  • Poisonous Skin. A creature that deals damage to you with a bite attack must succeed on a Constitution saving throw equal to 8 + your Constitution bonus + your proficiency bonus or become poisoned until the end of their next turn.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Gibbering Mouther

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Bites. As an action, you can make a melee weapon attack with your bites that deals 1d4 piercing damage per 2 levels you have.
  • Darkvision. You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Gibbering. You can gibber to confuse enemies, as a bonus action. Enemy within 20 feet of you must succeed on a Wisdom saving throw against 8 + your Charisma bonus + you proficiency bonus or lose their ability to take reactions until the end of their next turn. This ability does not affect creatures that cannot hear you.
  • Minor Amorphousness. You have advantage on saving throws to avoid becoming prone. From 10th level, you have resistance to slashing damage.
  • Speed. Your base walking speed is 20 feet, and you have a swimming speed of 10 feet.

Gorilla

  • Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
  • Jungle Swinger. When you move, you can swing from one tree to another within the range of your speed by using branches or vines. You do not need to make a check unless the DM requires one. You can use this ability to move using similar structures such as chandeliers, ship’s rigging, or scaffolding.
  • Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.

Hawk

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.
  • Speed. Your base walking speed is 30 feet.
  • Talons. As an action, you can make two melee weapon attacks with your talons that each deal 1d4 slashing damage.
  • Vestigial Wings. Your feathery arms resemble wings. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Horse

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Speed. Your base walking speed is 30 feet, but your speed increases to 40 feet when you take the Dash action. Your speed is not reduced by wearing armor.
  • Tireless. You have advantage on saving throws to avoid becoming fatigued through nonmagical means.

Hyena

  • Ability Score Increase. Your Dexterity, Constitution, and Wisdom scores each increase by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 damage. This damage is both bludgeoning and piercing damage, but it is only applied once if a creature is vulnerable to both types of damage.
  • Darkvision. Mutated with a nocturnal animal, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Speed. Your base walking speed is 30 feet.

Octopus

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Darkvision. You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Limited Amphibiousness. You can breathe air and water, but you begin suffocating if you have not been submerged within the last 4 hours.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Tentacles. Your arms mutate into long tentacles with tentacle-like fingers. Your reach increases by 5 feet. You cannot use this extra reach to make weapon attacks or to grapple a creature, but you can use it to deliver touch spells, reach around corners, pick up objects, or to manipulate fine objects.

Ooze

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Acidic Affinity. You have resistance to acid damage. From 10th level, you are immune to acid damage.
  • Pseudopod. As an action, you can make a melee weapon attack with your pseudopod that deals 1d6 bludgeoning damage plus 1d4 acid damage per 3 levels you have.
  • Blindsight. You have blindsight up to 15 feet.
  • Minor Amorphousness. You have advantage on saving throws to avoid becoming prone. From 10th level, you have resistance to slashing damage.
  • Speed. Your base walking speed is 20 feet, and you have a swimming speed of 10 feet.

Pangolin

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
  • Scales. Add 2 to your Armor Class.
  • Claws. As an action, you can make two melee weapon attacks with your claws that deal 1d4 slashing damage each.
  • Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 10 feet.

Parrot

  • Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
  • Linguist. You know how to read and write two additional languages.
  • Speed. Your base walking speed is 30 feet.
  • Talons. As an action, you can make two melee weapon attacks with your talons that each deal 1d4 slashing damage.
  • Vestigial Wings. Your feathery arms resemble wings. You can ignore the first 20 feet of a fall when calculating falling damage, and you can move 5 feet horizontally for every 10 feet you fall. You can only use this trait if you are conscious and not incapacitated.

Platypus

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
  • Electrolocation. You gain blindsight up to a range of 60 feet in water.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Venom Spines. As an action, you can make two melee weapon attacks with the spines jutting from your wrists that deal 1d4 piercing damage each. A creature that takes damage from your spines must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus or be poisoned until the end of their next turn.

Puffer Fish

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Poisonous Skin. A creature that deals damage to you with a bite attack must succeed on a Constitution saving throw equal to 8 + your Constitution bonus + your proficiency bonus or become poisoned until the end of their next turn.
  • Limited Amphibiousness. You can breathe air and water, but you begin suffocating if you have not been submerged within the last 4 hours.
  • Speed. Your base walking speed is 20 feet, and you have a swimming speed of 35 feet.

Quipper (Fish)

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage.
  • Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points. This ability does not function against constructs or undead.
  • Limited Amphibiousness. You can breathe air and water, but you begin suffocating if you have not been submerged within the last 4 hours.
  • Speed. Your base walking speed is 20 feet, and you have a swimming speed of 35 feet.

Rabbit

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Fast Dash. When you take the Dash action, the extra movement is equal to your speed + half of your speed (60 feet, if your speed from this mutation is unmodified).
  • Speed. Your base walking speed is 40 feet. Your speed is not reduced if you are Small.

Rat

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Darkvision. At home in the dark, shadowy places of the earth, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
  • Speed. Your base walking speed is 35 feet, and you have a swimming speed of 20 feet.
  • Small. Your size is Small. Reduce your base speed to 30 feet and your swimming speed to 15 feet. You can move through the space of any creature that is of a size larger than yours.
  • Sneaky. You have advantage on Dexterity (Stealth) checks and escape checks.
  • Tail. You have a long, thin tail which helps you to maintain your balance. You have advantage on saving throws made to avoid falling prone.

Rhino

  • Ability Score Increase. Your Strength and Constitution scores increase by 2 each, and your Wisdom score decreases by 2.
  • Broad Shoulders. For the purposes of calculating your carrying capacity, your Strength score is considered 4 points more than it actually is. This also applies when calculating the weight you can push, drag, and lift.
  • Hard Skull. You have advantage on saving throws against being stunned.
  • Hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Horns. As an action, you can move up to your speed and make a melee weapon attack with your horns that deals 1d6 piercing damage.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing armor.
  • Tough Skin. Add 1 to your Armor Class.

Sabretooth Tiger

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage.
  • Claws. As an action, you can make two melee weapon attacks with your claws that each deal 1d4 slashing damage.
  • Rending Pounce. When you move at least 20 feet and then hit with both your claw attacks, you deal an additional 1d6 slashing damage.
  • Speed. Your base walking speed is 30 feet.

Sea Slug

  • Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Poisonous Skin. A creature that deals damage to you with a bite attack must succeed on a Constitution saving throw equal to 8 + your Constitution bonus + your proficiency bonus or become poisoned until the end of their next turn.
  • Slimy Skin. You have advantage on escape checks.
  • Speed. Your base walking speed is 20 feet, and you have a climbing and swimming speed of 20 feet.

Shark

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage, and the target is grappled.
  • Electrolocation. You gain blindsight up to a range of 60 feet in water.
  • Limited Amphibiousness. You can breathe air and water, but you begin suffocating if you have not been submerged within the last 4 hours.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Snake

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d4 piercing damage, and the target must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or take 2d4 poison damage, or half as much damage on a successful save.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Tail. You have a long, snaking tail which helps you to maintain your balance. You have advantage on saving throws made to avoid falling prone.

Spider

  • Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your mandibles that deals 1d4 piercing damage. The target must make a Constitution saving throw against a DC equal to 8 + your Constitution bonus + your proficiency bonus or take 1d6 poison damage, or half as much on a successful save. This damage increases by 1d6 for every 3 levels you have.
  • Speed. Your base walking speed is 30 feet, and a climbing speed of 30 feet.
  • Tremorsense. You can detect subtle vibrations in the earth and perceive where these emanations originated. You can detect movement within 30 feet if you and the source are in contact with the ground. This ability cannot be used to detect flying or incorporeal creatures.
  • Webs. As an action, you can make a ranged weapon attack against a target within 30 feet, with your webs. The target must make a Dexterity saving throw against a DC equal to 8 + your Constitution bonus + your proficiency bonus or become restrained. This webbing lasts for a number of minutes equal to twice your proficiency bonus, can be broken with a successful Strength check with a DC equal to 8 + your Constitution bonus + your proficiency bonus, and has 5 hit points. You can also use this ability to create ropes up to 120 feet long, with each 30 feet requiring an action to produce.

Spinosaurus

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage, and the target is grappled.
  • Hold Breath. You can hold your breath for 10 minutes + your Constitution modifier.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 20 feet. Your speed is not reduced by wearing armor.
  • Tail. You have a thick tail which helps you to maintain your balance. You have advantage on saving throws made to avoid falling prone.
  • Talons. As an action, you can make two melee weapon attacks with your talons that deal 1d4 slashing damage each.

Stegosaurus

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing armor.
  • Tail. As a bonus action, you can make a melee weapon attack with your tail that deals 1d4 piercing damage.

Stingray

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Limited Amphibiousness. You can breathe air and water, but you begin suffocating if you have not been submerged within the last 4 hours.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Tail. You have a long, whip-like tail. As an action, you can make a melee weapon attack with your tail that deals 1d4 piercing damage, and the target must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned until the end of their next turn.

Termite

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Heavy Lifter. For the purposes of calculating your carrying capacity, your Strength score is considered 4 points more than it actually is. This also applies when calculating the weight you can push, drag, and lift.
  • Mandibles. You can eat and survive on plant matter, including dry wood or paper. You can burrow through wood using your burrowing speed.
  • Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 10 feet.

Tiger

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Claws. As an action, you can make two melee weapon attacks with your claws that each deal 1d4 slashing damage.
  • Rending Pounce. When you move at least 20 feet and then hit with both your claw attacks, you deal an additional 1d6 slashing damage.
  • Speed. Your base walking speed is 30 feet.

Triceratops

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Hard Skull. You have advantage on saving throws against being stunned.
  • Horns. As an action, you can move up to your speed and make a melee weapon attack with your horns that deals 1d6 piercing damage. If you hit with this attack and the target is Medium size or smaller, the target must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing armor.
  • Tail. You have a thick tail which helps you to maintain your balance. You have advantage on saving throws made to avoid falling prone.

Tyrannosaurus Rex

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d6 piercing damage, and the target is grappled.
  • Large. Your size increases to Large. You have advantage on Strength checks and Strength saving throws with any part of your body except your arms, which remain the size they were before your mutation. Your reach and the size of weapons you can use also remains the same as before.
  • Scales. Add 1 to your Armor Class.
  • Speed. Your base walking speed is 30 feet.
  • Tail. You have a thick tail which helps you to maintain your balance. You have advantage on saving throws made to avoid falling prone.

Turtle

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Hold Breath. You can hold your breath for 20 minutes + your Constitution modifier.
  • Shell. You have a hard shell that covers your back and chest. Your Armor Class is 14 + your Dexterity modifier (with no maximum). You do not have disadvantage on Dexterity (Stealth) checks because of your shell, but you cannot wear light or medium armor. If you wear heavy armor, apply its Armor Class instead of that of your shell.
  • Speed. Your base walking speed is 30 feet, and you have a swimming speed of 20 feet.

Warthog

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Speed. Your base walking speed is 30 feet.
  • Tusks. As an action, you can move up to your speed and make a melee weapon attack with your tusks that deals 1d6 slashing damage.

Wolf

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Bite. As an action, you can make a melee weapon attack with your bite that deals 1d4 piercing damage. You have advantage on this attack if at least one of your allies is within 5 feet of the target and isn’t incapacitated.
  • Howl. You can howl to communicate simple ideas with any wolves and dire wolves within 5 miles, but only if the wolves do not feel threatened by you or your allies.
  • Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Speed. Your base walking speed is 30 feet.

Under Hulk

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Chitin Exoskeleton. You have a hard chitin exoskeleton. Your Armor Class is 12 + your Dexterity modifier (with no maximum). You do not have disadvantage on Dexterity (Stealth) checks because of your shell, but you cannot wear light or medium armor. If you wear heavy armor, apply its Armor Class instead of that of your chitin exoskeleton.
  • Darkvision. At home deep under the earth, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Mandibles. As an action, you can make a melee weapon attack with your mandibles that deals 1d6 slashing damage.
  • Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 20 feet.
  • Tremorsense. You can detect subtle vibrations in the earth and perceive where these emanations originated. You can detect movement within 30 feet if you and the source are in contact with the ground. This ability cannot be used to detect flying or incorporeal creatures.
Section 15: Copyright Notice

The Grimdark Pamphlet. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan

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