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  Table of Contents 
  Goblin .................................................................................................................................................................... 1 
  Kenku ...................................................................................................................................................................... 3 
  Kobold ................................................................................................................................................................... 4 
  Lizardfolk ............................................................................................................................................................. 6 
  Myconid ................................................................................................................................................................. 8 
  Orc .......................................................................................................................................................................... 9 
  Thri-Kreen ............................................................................................................................................................12 
   
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  Monsters and Men is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2015 Mage Hand Press. All Rights Reserved 
   
   
  
   
  Goblin 
  “Yaaaahh!” came the cry from out of the cave.  
  Out of the door charged the horde of goblins. Yelling and 
  shouting, we slashed and sliced at them. Their brown blood 
  spilled out all over us, but even as the horde fell before us, more 
  rushed forward to replace them. It was then we realized what a 
  bad idea this had been. 
  - Darkon Skram, human fighter, on his first 
  near-death experience. 
  Goblins are a race of childlike creatures with a destructive 
  and voracious nature that makes them almost universally 
  despised. Weak and cowardly, goblins are frequently 
  manipulated or enslaved by stronger creatures that need 
  destructive, disposable foot soldiers. 
  Voracious Hunger 
  Given enough supplies, a goblin eats nearly a dozen meals 
  a day. Most goblin tribes never have enough supplies to 
  accommodate their ravenous appetites, which inevitably 
  leads to raiding, one of the great goblin pastimes. 
  Collectively, an entire goblin tribe could, like a vast plague, 
  strip the countryside of all its livestock and wildlife, along 
  with anything that even remotely looks edible, but due to 
  fear of leaving home and possibly losing their own territory 
  to neighboring tribes, raiding parties tend to be small and 
  mobile. 
   
  Impulsive Scavengers 
  Goblins are fundamentally impulsive, possessing little to no 
  self-control. 
       Setting things on fire is another great goblin past time. 
  Although fairly careful about lighting fires within their own 
  tribe's lairs, a goblin with a torch is a sign of terrible things 
  to come. For this reason, alchemist's fire and flasks of oil 
  rarely last more than a few minutes in a goblin's possession. 
  Typically, fires begin just as soon as the goblin can 
  determine what object within eyesight would look the most 
  interesting ablaze. 
       This impulsiveness is a good candidate for explaining 
  other odd goblin behaviors. For example, the fact that 
  goblins think of things like ovens as good hiding places 
  reveals much about their inability to think plans through to 
  the most likely outcome. Moreover, they tend to be easily 
  distracted, particularly by shiny things and animals smaller 
  than them that might make a good meal. 
   
   
   
  Goblin Songs 
  It's been widely rumored that goblins think writing and 
  painting steals your soul, but the truth is, noone knows why 
  goblins love to sing their songs. Around the campfire of a 
  goblin lair, or in the midst of a raid on a human settlement, 
  dozens of goblins chanting in unison can be a terrifying 
  thing to hear. It's possible that this is how goblins best 
  remember things; that they use songs to communicate what 
  things to eat, and what things to avoid. It would go a long 
  way to explain goblins' lack of common sense: some words 
  are difficult to rhyme. 
  Horse Hate, Dog Hate 
  Goblins have an immense, and well-founded, disdain for 
  dogs and horses, the pets and steeds of man. Always the 
  early-warning alarm of human settlements, dogs can always 
  eek out the stench of goblins, even when they approach 
  under cover of night. Of course, countless numbers of 
  goblins have been torn to shreds by man's best friend; it's 
  no wonder that the most common type of knife in the 
  goblin language translates to 'dogslicer.' Horses are no 
  better, able to stamp a goblin's skull in with an errant step, 
  and always ridden by humans on the warpath. Therefore, 
  dogs and horses are the first to be slain if a goblin raiding 
  party can enter a village unannounced. 
       In spite of this fact, goblins train wolves and 
  occasionally worgs to ride as steeds, but they are quick to 
  point out that these are not dogs. Certainly, this is a special 
  brand of goblin animosity, and no amount of hair-splitting 
  can convince them that dogs and wolves are remotely 
  similar. 
  Goblin Names 
  Goblins have a single given name, but the most 
  accomplished, nearly always including chieftains, also have 
  a simplistic title reflecting their deeds. 
  Male Names: Boorgub, Chuffy, Churkus, Drubbus, Gawg, 
  Ghorg, Gogmurch, Irnk, Kavak, Lunthus, Mogmurch, 
  Mogawg, Murch, Nurpus, Pogus, Poog, Ronk, Rotfoot, 
  Unk, Vogun, Zobmaggle, Zord. 
  Female Names: Aka, Chee, Fevva, Geedra, Goomluga, 
  Gretcha, Hoglob, Janka, Klongy, Luckums, Lupi, Medge, 
  Namby, Olba, Rempy, Reta, Ruxi, Vruta, Yalla, Ziku. 
  Titles: Dogchewer, Firesinger, Gutwad, Hogparts, 
  Horsebiter, Mancooker, Moonslaver, Pokestick, 
  Ripnugget, Stabsnacker, Stumpbumper, Swampstomper, 
  Toechopper. 
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  Goblin Traits 
       Ability Score Increase. Your Constitution and Dexterity 
  scores increase by 1. 
       Age. Goblins have a short lifespan, living only to about 
  60 years, but procreate rapidly. It is for this reason that 
  goblin tribes tend to be so virulent. 
       Alignment. Goblins are most often chaotic, and 
  sometimes are evil as well. With few exceptions, goblins 
  are defined by their generally destructive tendencies. 
       Size. Goblins stand around 3 feet tall. Your size is 
  Small. 
       Speed. Your base walking speed is 25 feet. 
       Darkvision. Accustomed to life underground, 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. 
       Greenskin. Goblinoid creatures are adept are surviving 
  in harsh conditions. You can go twice as long without food 
  or water, or undergo a forced march for twice as long 
  before suffering a level of exhaustion. 
       Nimble Retreat. As a bonus action on your turn, you can 
  trade places with a willing creature within 10 feet without 
  provoking Opportunity Attacks. 
       Languages. You can speak Common and Goblin. You 
  can write notes comprehensible only to yourself, if need be, 
  but cannot read or write in any conventional language. This 
  does not hinder your ability to decipher arcane diagrams or 
  divine symbols. 
       Subrace. There are two common goblin subraces: Cave 
  Crawlers and Junk Scavengers. Choose one of these 
  subraces. 
   
  Cave Crawler 
  Most goblin tribes choose to make their home in sprawling 
  underground complexes, riddled with tunnels and 
  passageways large enough only for them, though it's not 
  uncommon to find them inhabiting structures built for 
  much larger creatures. The underground is an ideal goblin 
  home, as it provides a defensible location from which to 
  raid the surrounding settlements, and it limits the strength 
  of larger creatures who intrude into their territory. For 
  example, on normal ground, an ogre could crush dozens of 
  goblins with ease, but it wouldn't last long surrounded by 
  goblins in a tight corridor. 
       Ability Score Increase. Your Constitution score 
  increases by 1. 
       Spelunker. You are exceptional at squeezing through 
  narrow passages and other tight spaces. You suffer no 
  movement penalty from crawling, and, if you were standing 
  when you began your turn, standing back up costs no 
  movement. 
       Superior Darkvision. Your darkvision has a range of 
  120 feet. 
  Junk Scavenger 
  Some goblins tribes survive without the protection of a lair. 
  Instead, these goblins exist in smaller groups, constantly 
  raiding and scavenging through the refuse of other creature 
  to find the useful things necessary to survive. They display 
  a type of mad ingenuity, daily constructing insane 
  contraptions from junk they find to accomplish a task, often 
  hunting or defending themselves from larger predators, in 
  the meanwhile collecting useful garbage from the waste. 
  On any other creature, this ability to see usefulness in junk 
  would look like genius; on a goblin, it almost always means 
  inventive types of havoc is sure to follow. 
       Ability Score Increase. Your Dexterity score increases 
  by 1. 
       Creative Intuition. You have advantage on Intelligence 
  checks to determine new uses for an object, or to determine 
  an item’s use. 
       Hasty Improvisation. With 1 minute of concentration, 
  you can cobble together a makeshift version of a simple 
  melee weapon. This is a normal weapon of its type, but 
  breaks suddenly when you roll a 1 on an attack roll with it. 
   
   
   
   
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  Kenku 
  A cloaked humanoid clings to the shadows. It has 
  birdlike talons instead of hands and feet, and beneath the cowl of 
  its robe you can discern avian features -- beady black eyes, a 
  black beak, and russet-brown feathers. I nervously glance about, 
  searching the shadows for the rest of his Flock waiting in 
  ambush. 
  - The Duke Arston encounters a kenku Flock 
  Kenku are feathered humanoids that wander the world as 
  vagabonds, driven by greed. They can perfectly imitate any 
  sound they hear. 
  Speech in Pantomime 
  Kenku can mimic the sound of anything they hear. A kenku 
  asking for money might make the sound of coins clinking 
  together, and a kenku referring to a busy marketplace can 
  reproduce the cacophony of hawking vendors, barking 
  dogs, bleating sheep, and the cries of street urchins. When 
  mimicking voices, they can only repeat words and phrases 
  they have heard, not create new sentences. 
       To converse with a kenku is to witness a performance of 
  imitated sounds and almost nonsensical verse. 
       Their talent for mimicry extends to handwriting, and 
  criminal organizations often employ kenku to forge 
  documents. When a kenku commits a crime, it might forge 
  evidence to implicate another creature. 
  Shiny, Shiny 
  Kenku are generally enamored with shiny things, and have 
  little qualms with stealing from others and hording shiny 
  baubles they find. It is common to find wandering kenku 
  with small bags of shiny things they have acquired: glass 
  beads, polished coins, pieces of brass, and the odd 
  gemstone in the otherwise valueless mix. 
  Wingless Vagabonds 
  Kenku conceal their sleek, dark feathers with ill-fitted 
  cloaks, robes, and rags, which are a mark of their shame. 
  Kenku are flightless, but legend holds that this was not 
  always the case: they once hand magnificent wings and 
  spoke the beautiful language of birds, but both of these 
  were stripped away from them as punishment for their 
  greed. Now kenku jealously hold all birds in contempt and 
  shamefully hide their avian forms. 
       In lieu of the ability to fly, kenku wander listlessly, 
  collecting things of little value that appeal to them 
  nonetheless. It is this lifestyle, perhaps, which spurs so 
  many kenku toward being thieves. 
   
  Kenku Names 
  Because kenku have no formal language, and borrow words 
  and sounds to form the concepts they wish to communicate, 
  naming conventions are extremely loose. A kenku's name is 
  as likely to be a nonsense word from Dwarven as it is the 
  exact sound of a dog barking, as it is to be the word 'Scarce' 
  as spoken by a dragonborn with an exotic accent decades 
  ago. Very few rules apply, provided creatures with other 
  languages can approximate it. 
  Kenku Names: *Two heavy knocks on wood*, *Oil being 
  poured from a flask with a bloop*, *The jingle of coins in 
  a coinpurse*, *A baby's cry*, "Aay you!", "Leeeroooy!", 
  "Pretty little birdie", "Uncouth", "Prim'anti" 
  Kenku Traits 
       Ability Score Increase. Your Dexterity score increases 
  by 2, and you Intelligence score increases by 1. 
       Age. Kenku can live to about 80 years old, and mature 
  around age 10. 
       Alignment. Their disposition toward greed means kenku 
  are prone to chaotic alignments. 
       Size. Kenku are thin and light, standing no more than 5 
  feet high and weighing around 130 pounds. Your size is 
  Medium. 
       Speed. You have a base walking speed of 30 feet. 
       Ambusher. You have advantage on attack rolls against 
  any creature you have surprised. 
       Flocking. You gain a +1 bonus to AC if at least one of 
  your allies is within 5 feet of you and the ally isn't 
  incapacitated. 
       Forgery. You also have advantage on checks made to 
  forge a document or mimic a signature. 
       Light Footed. You gain proficiency in the Stealth skill. 
       Mimicry. You can mimic any sounds you have heard, 
  including voices. A creature that hears the sounds can tell 
  they are imitations with a successful Wisdom (Insight) 
  check opposed by your Charisma  
  (Deception) check. 
       Languages. You can read and  
  write Auran and Common. You  
  can only speak languages you  
  know using the Mimicry  
  feature. You also know  
  a smattering of words  
  and phrases from other  
  languages you have  
  mimicked, but must learn  
  a language fully in order to combine  
  mimicked words into new, meaningful  
  sentences. 
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  Kobold 
  “We abandoned most of our carried items and 
  donkeys to speed our flight toward the elevators, but we were cut 
  off by kobold snipers who split-moved and fired, ducking back 
  behind stones and corners after launching steel-tipped bolts and 
  arrows, javelins, hand axes, and more flaming oil bottles. We ran 
  into an unexplored section of Level One, taking damage all the 
  time. It was then we discovered that these kobolds had 
  honeycombed the first level with small tunnels to speed their 
  movements. Kobold commandos were everywhere. All of our 
  hirelings died. Most of our henchmen followed. We were next.” 
  - Tucker, human warrior 
  Kobolds are craven reptilian humanoids that worship evil 
  dragons as demigods and serve them as minions and 
  toadies. Kobolds inhabit dragons' lairs when they can but 
  more commonly infest dungeons, gathering treasures and 
  trinkets to add to their own tiny hoards. 
  Strength in Numbers 
  Kobolds are egg-laying creatures which breed prodigiously, 
  laying eggs quickly which rapidly mature. While some 
  grow long enough to be "great wyrms" over a century old, 
  most perish before their first decade. Physically weak, they 
  are easy prey for predators. This vulnerability forces them 
  to band together. Their superior numbers can win battles 
  against powerful adversaries, but often with massive 
  casualties on the kobold side. 
  Dragon Worshippers 
  Kobolds venerate dragons, to which they believe they are 
  kin. The origin of this connection is unclear, based heavily 
  on folklore and myth, but the relationship is undeniable and 
  shapes every aspect of kobold religion. 
       In addition to the dragons they revere, kobolds worship 
  a lesser god, one closely connected to the God of Dragons. 
  Often, stories paint this lesser god as a vassal to the God of 
  Dragons, little more than a slave, but the kobolds believe 
  that their god’s fealty to the dragons, and hence their own, 
  shall reward them in the afterlife with invitation to the 
  draconic realms. 
   Tunnelers and Trapmakers 
  Kobolds make up for their physical ineptitude with a 
  cleverness for trap making and tunneling. Kobolds take 
  great pride in constructing their elaborate warrens and 
   
   
   
   
   defending them with nefarious traps. Designed with low 
  tunnels, kobolds can move easily through their lairs which 
  hinder larger humanoids. The most insidious kobold traps 
  make use of natural hazards and other creatures, and are 
  thoroughly ruthless against invaders. A trip wire might 
  connect to a spring-loaded trap that hurls clay pots of 
  flesheating green slime or flings crates of venomous giant 
  centipedes at intruders.  
  Kobold Names 
  Kobold names are short and guttural, formed from thickly 
  accented syllables from draconic, often repeated in pairs. 
  Male Names: Draahzin, Ed-Ed, Ipmeerk, Jik-Jik, Kip-Kip, 
  Makroo, Olp, Pun-Pun, Yaar-Yaar. 
  Female Names: Araak, Kail-Kail, Neeral, Oza-Oza, 
  PorPor, Saassraa, Tarka. 
  Kobold Traits 
       Ability Score Increase. Your Dexterity score increases 
  by 2. 
       Age. Kobolds have a rather long lifespan, becoming 
  adults at 12 years of age. No one really knows how long 
  lived a Kobold can be, with the recorded lifespan of about 
  two centuries. 
       Alignment. Most Kobolds are Lawful, though they have 
  a slight inclination to either good or evil based on which 
  type of dragon they worship. Chromatic Kobolds are 
  usually evil, while Metallic Kobolds are the opposite. 
       Size. Kobolds stand 4 feet tall at adulthood, and weigh 
  about 40 pounds. Your size is Small. 
       Speed. Kobolds have a base walking speed is 30 feet. 
  They are known to be quick and agile. 
       Darkvision. Accustomed to life underground, you have 
  superior vision in dark and dim conditions. You can see in 
  dim light within 60 feet of you as if it was bright light, and 
  in darkness as if it were dim light. You can't discern color 
  in darkness, only shades of grey. 
       Trap Affinity. You are proficient with Traps and the 
  Trapmaking Kit. In addition, you have advantage on all 
  saving throws made against traps. 
       Shifty. If a melee attack misses you, you can 
  immediately move 5 feet in any direction that isn't blocked 
  as a reaction. This movement does not provoke opportunity 
  attacks. 
       Languages. You can speak, read, and write Common 
  and Draconic. 
       Subraces. Kobolds have three main subraces: Deep 
  Kobolds, Dragon-Wrought, and Winged Kobolds, known 
  as the Urd. Choose one subrace. 
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  Deep Kobold 
  Your tribe of Kobolds live within the Underdark an work 
  together as survivors to live within the gruesome 
  underground catacombs. 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Superior Darkvision. Your Darkvision's radius 
  increases to 120 feet. 
       Light Sensitivity. You have disadvantage on attack rolls 
  and Wisdom (Perception) checks that rely on sight when 
  you, the target of your attack, or whatever you are trying to 
  perceive in direct sunlight. 
       Pack Tactics. Like a wolf, you work better in groups. 
  You can choose to gain advantage on melee attacks against 
  one enemy until the end of your next turn if you have an 
  ally adjacent to you. After using this ability, you cannot use 
  it again until you complete a short rest. 
  Dragon-Wrought Kobold 
  You have a touch of strong draconic heritage in your blood, 
  and when you focus, you can feel the might of ancient 
  wyrm's arcane magic. 
       Ability Score Increase. Your Charisma score increases 
  by 1. 
       Dragon's Knowledge. You are proficient in the Arcana 
  skill. 
       Draconic Magic. You know the prestidigitation cantrip. 
  When you reach 3rd level, you can cast the spell burning 
  hands. When you reach 5th level, you can cast the spell 
  Melf's acid arrow. Charisma is the casting ability for these 
  spells. After casting a spell with this trait, you must finish a 
  long rest to cast the spell again. 
  Winged Kobold 
  You were born with leathery wings and can fly. Many like 
  you, known as the urds, like to lurk on high ledges and drop 
  rocks on passersby. 
       Ability Score Increase. Your Constitution score 
  increases by 1. 
       Little Wings. You gain the ability to glide 20 feet for 
  every 5 feet of falling, taking 1/2 damage from any distance 
  fallen. At 5th level, those wings are more sturdy, allowing 
  for a softer landing and taking no damage from any 
  distance fallen. At 10th level, those wings grant the ability 
  to fly at a base speed of 25 feet, though you need to fly at 
  least 10 feet or make a DC 16 Strength save to not fall. At 
  15th level, the fly speed increases to 40 feet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Lizardfolk 
  "Dozens of 'em came outta the woodwork.  
  Dropped from trees, jumped outta bushes... We were 
  surrounded before we even saw 'em." 
  - Finnaeus Oakfingers, Halfling Bard, after an 
  encounter with a tribe of lizardfolk. 
  Lizardfolk are primitive reptilian humanoids that lurk in the 
  swamps and jungles of the world. Their hut villages thrive 
  in forbidding grottoes, half-sunken ruins, and watery 
  caverns. 
  Territorial Hunters 
  Lizardfolk view the world with a fiercely tribal mindset, 
  classifying all creatures into groups in opposition to one 
  another. Because this territorialism boarders on paranoia, 
  they rarely trade with outside groups, or even with other 
  tribes of lizardfolk, preferring instead to carve out the 
  perimeter of a well-marked domain and live inside these 
  boundaries. Often these borders are wrought with 
  dangerous traps and groups of patrolling lizardfolk warriors 
  prepared to ambush any hapless intruder into their territory. 
  These terrifying displays of sudden lethality has earned the 
  lizardfolk a reputation for being talented killers, in spite of 
  the fact that they are rarely recruited into formal warbands, 
  like hobgoblins or orcs. 
       As a point of fact, lizardfolk have few traditional ideas 
  of good and evil, preferring instead to honor ancient tribal 
  traditions and pay homage to the evil god of dragons. They 
  make no distinction between humanoids, beasts, and 
  monsters that enter their territory, ceremonially hunting and 
  eating any creature they encounter. To a lizardfolk, 
  everyone is either a member of their tribe, or food to be 
  consumed. 
  Scouts in Foreign Lands 
  Sometimes a single lizardfolk, or a pair of them, will be 
  sent from the territory as advance scouts to preform 
  reconnaissance on parties that pose a threat to the tribe. 
  Most of the time, this mission is accomplished in a few 
  months, as the lizardfolk in question will only need to 
  investigate the readiness of other nearby tribes, but other 
  times the scout can be pulled into massive conflicts as they 
  infiltrate and investigate entire nations or empires preparing 
  to invade tribal territory. During these infiltrations, 
  lizardfolk scouts often become the hunted, rather than the 
  hunter, and must forge alliances with other creatures to  
   
   
  Dragon Worshippers 
  Though lizardfolk entertain no notion of being intrinsically 
  related to dragonkin, they do pay homage to the same gods 
  by ancient tradition. Lizardfolk speak Draconic and tribes 
  even gather hoards, much like the dragons they revere, 
  except that their hoards are composed of bones and trinkets 
  taken from the creatures they have hunted and slain, in 
  contrast to the immense value of gold and silver and in 
  draconic hoards. Sometimes something of value is hidden 
  away in these piles, but often it is merely junk, collected for 
  sentiment and ritual significance. 
  Lizardfolk Names 
  Lizardfolk names are typically very harsh and sibilant, like 
  the Draconic language from which they are derived. They 
  are also given a nickname that reflects some unique trait 
  they have. The nicknames are given in Draconic, but can be 
  easily translated to Common. Lizardfolk do not have 
  surnames. 
  Male Names: Arashk, Braza, Drazzat, Grauk, Guhet, 
  Kaszuk, Kiuz, Rashaz, Traz, Varak, Yizzik. 
  Female Names: Crae, Drazda, Hara, Hesk, Jazaka, Kroga, 
  Riza, Saraza, Saress, Zara, Yikuz. 
  Nicknames: Snapjaw, Glimmerscale, Sharpclaw, 
  Strongtail, Swifthunter, Brighteyes. 
  Lizardfolk Traits 
       Ability Score Increase. Your Constitution score 
  increases by 2. 
       Age. Lizardfolk reach adulthood around 10 years of age. 
  On average, they live about 110 years. 
       Alignment. As most lizardfolk tribes worship black or 
  green dragons, many lizardfolk tend to be as chaotic and 
  evil as their draconic patrons. However, a lizardfolk 
  adventurer may possess a better moral compass than its 
  tribal kin. 
       Heightened Senses. Your keen eyes and  
  nose make give you +2 bonus to passive  
  Wisdom (Perception) checks involving  
  sight or smell. 
       Natural Weapons. You sport the wicked  
  teeth and claws of a predator. Your unarmed  
  strikes deal 1d4 slashing damage (claws) or  
  1d4 piercing damage (teeth). 
       Swamp Dweller. You can hold  
  your breath for up to 15 minutes.  
  Additionally, you have a swim speed  
  equal to your base  
  walking speed. 
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       Tribal Hunter. You are proficient with clubs, daggers, 
  spears, javelins, and slings. 
       Languages. You can speak pidgin Common and you 
  can speak, read, and write Draconic. Draconic is thought to 
  be one of the oldest languages and is often used in the study 
  of magic. The language sounds harsh to most other 
  creatures and includes numerous hard consonants and 
  sibilants. 
       Subrace. Lizardfolk are some of the most racially 
  diverse creatures in many D&D settings. Each tribe has its 
  own unique set of traits. Three subraces are shown here, 
  each from a different tribe. Choose one of these subraces. 
  Greenscale Tribe 
  Nimble, and with a natural affinity for devastating ambush 
  tactics, greenscale lizardfolk are infamous for ruthlessly 
  defending their territory from invaders. Uninvited travelers 
  into swamps and jungles occupied by the greenscales return 
  with stories of scaled terrors plunging from the treetops, or 
  do not return at all. 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Size. Greenscale lizardfolk grow to between 6 and 7 feet 
  tall, and weigh between 200 and 250 pounds. Their thickly 
  muscled tails run from 3 to 4 feet long. Your size is 
  Medium. 
       Speed. Your base walking speed is 35 feet. 
       Ambusher. You have advantage on attack rolls against 
  any creature that is surprised. 
       Treetop Hunter. You have advantage on Athletics and 
  Acrobatics checks made to climb and move about in trees. 
  Additionally, you can plunge from heights of over 10 feet 
  to attack a creature from above, gaining advantage on the 
  attack, and dealing an additional 1d6 damage for each 10 
  feet fallen. This damage does not stack with other sources 
  of extra damage on this attack, such as a rogue's Sneak 
  Attack. 
       Tribal Combat Training. You are proficient with 
  shortbows. 
  Blackscale Tribe 
  More powerfully built than their other lizardfolk kin, the 
  blackscales are alarmingly violent. The blackscale chieftain 
  of a given swamp is undoubtedly the strongest member of 
  the tribe; were he not, he would swiftly be deposed by a 
  mightier successor and killed. This cycle of savage 
  domination of weaker creatures has earned all lizardfolk a 
  reputation for barbarity. 
       Ability Score Increase. Your Strength score increases 
  by 1. 
       Size. Blackscale lizardfolk grow to be around 7 feet tall, 
  and weigh between 220 and 300 pounds. Their thickly 
  muscled tails run from 4 to 5 feet long. Your size is 
  Medium. 
       Speed. Your base walking speed is 30 feet. 
      Brute. Once per turn when you make a melee weapon 
  attack using Strength, you may add half your proficiency 
  bonus, rounded down, as a bonus to the damage roll. This 
  stacks with other sources of extra damage, such as the 
  barbarian's rage damage. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift 
       Tribal Combat Training. You are proficient with 
  greatclubs. 
  Poison Dusk Tribe 
  While smaller than other lizardfolk, the poison dusk 
  lizardfolk are just as dangerous when provoked. A poison 
  dusk lizardfolk's scales shift color to match its 
  surroundings, making it a naturally stealthy hunter. 
  Combined with their affinity for making poisons, this 
  makes poison dusk lizardfolk the most dangerous when you 
  can't see them. 
       Ability Score Increase. Your Dexterity score increases 
  by 1. 
       Size. Poison Dusk lizardfolk grow to be between 3 to 4 
  feet tall, weighing between 50 and 60 pounds. Their tails 
  run from 2 to 3 feet long. Your size is Small. 
       Speed. Your base walking speed is 25 feet. 
       Chameleon Skin. You can change the color of your 
  scales to match the color and texture of your natural 
  surroundings as a bonus action. While camouflaged, you 
  have advantage on Dexterity (Stealth) checks made to hide 
  in the matched terrain. Moving out of the matched terrain, 
  such as by moving indoors or by moving to an area with 
  different vegetation or rocks (usually any area over 100 feet 
  from where you first camouflaged), causes you to lose this 
  advantage. Once changed, you must complete a short or 
  long rest before you may use this feature again. When not 
  camouflaged, your scales shift color based on your mood. 
       Poison Use. You are proficient with the Poisoner's kit. 
  During a short or long rest, you can create up to 3 doses of 
  basic poison, which can be applied to weapons. This 
  hastily-made poison loses potency after 24 hours. The rules 
  for basic poison can be found in the Player's Handbook. 
  The save DC for your poison is equal to 8 + your Wisdom 
  modifier + your proficiency bonus. 
       Tribal Combat Training. You are proficient with nets. 
   
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  Myconid 
  "I done seen some things down there" the elderly 
  dwarf gestured downward with his thumb to a rapt gathering of 
  dwarven children. 
       "There be cities grander than any of dwarf's make, holdin' 
  creatures more evil than th' Pit itself. There be ungodly 
  abominations that weren't never meant to see the light o' day. 
  And there be..." his voice trailed off while his hand continued to 
  stoke his ivory beard. 
       The old dwarf's voice left a lull of quiet in anticipation, broken 
  by the youngest in the audience, who exclaimed, "Whatja see 
  gampa? Whatja see?" 
      Suddenly cogent, the old dwarf resumed, "Mushrooms! An 
  entire city of mushrooms!"          
   - Blim Stronghelm recounts his first myconid encounter  
  Myconids are intelligent, ambulatory fungi that live in the 
  Underdark, seek enlightenment, and deplore violence. If 
  approached peacefully, myconids gladly provide shelter or 
  allow safe passage through their colonies. 
  Circles and Melds 
  The largest myconid in a colony is its sovereign, which 
  presides over one or more social groups called circles. A 
  circle consists of twenty or more myconids that work, live, 
  and meld together. 
       A meld is a form of communal meditation that allows 
  myconids to transcend their dull subterranean existence. 
  The myconids' rapport spores bind the participants into a 
  group consciousness. Hallucination spores then induce a 
  shared dream that provides entertainment and social 
  interaction. Myconids consider melding to be the purpose 
  of their existence. They use it in the pursuit of higher 
  consciousness, collective union, and spiritual apotheosis. 
  Myconids also use their rapport spores to communicate 
  telepathically with other sentient creatures. 
  Cultural Pacifism 
  From a very early age, myconids are taught the virtues of 
  empathy and pacifism. Material and worldly possessions 
  are not chiefly important to myconids, so there is very little 
  motivation for violence. 
  Myconid Reproduction 
  Like other fungi, myconids reproduce by mundane sporing. 
  They carefully control their spores' release to avoid 
  overpopulation. Unlike most other humanoids, myconids 
  take no pleasure from reproduction and feel very little 
  connection to their offspring. Child rearing is a 
  responsibility shared by the entire circle, and it is rare if 
  young myconids can even identify their parents.  
  Myconid Names 
  Due to the fact that myconids have no verbal language, 
  their names are most appropriately translated as physical 
  descriptors of a particular individual. 
  Myconid Names: Bolete, Brownback, Buttonhead, 
  Greenfoot, Morel, Mossy, Portabelt, Puffball, Redstem, 
  Soft-Step, Stinkhorn, Toad. 
   
   
   
   
   
   
   
   
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  Myconid Traits 
       Ability Score Increase. Your Wisdom score increases 
  by 2 and your Constitution score increases by 1. 
       Size. Myconids grow to a wide variety of heights and 
  builds, with the most common being stocky and around 6 
  feet tall, weighing 125 pounds. Your size is Medium. 
       Speed. Your speed is 30 feet. 
       Age. Like other fungi, myconids reproduce by mundane 
  sporing. They carefully control their spores' release to 
  avoid overpopulation. Individual myconids can live to well 
  over a century. After this time, the most elder myconids can 
  live even longer, becoming a Soverign of one or more 
  circles and living up to a century longer. 
       Alignment. Most often, myconids believe strongly in 
  society and law. It is extremely uncommon for a myconid 
  to directly harm any creature that does not mean it, or its 
  circle, harm. 
       Sun Sickness. You become poisoned if you spend more 
  than 1 minute in direct sunlight. This condition ends when 
  you spend 1 minute in dim or dark conditions. 
       Nonverbal Magic. Though you have no conventional 
  language, you may still cast spells that require verbal 
  components. 
       Rapport Spores. All creatures within 15 feet of you with 
  an Intelligence of 2 or higher that aren't undead, constructs, 
  or elementals can communicate telepathically with you and 
  with each other. You can suppress this ability at will. 
       Pacifying Spores. As an action, you can ejects spores at 
  one creature you can see within 5 feet of you. The target 
  must succeed on a DC 11 Constitution saving throw or be 
  stunned for 1 minute. Undead, constructs, and elementals 
  automatically succeed this save. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. After using this trait, you 
  cannot do so again until you finish a long rest. 
       Hallucination Spores. As an action, you can produce 
  spores that effect all creatures within 30 feet of you that 
  aren't undead, constructs, or elementals. These creatures are 
  all affected as per the cantrip minor illusion while you 
  concentrate on the effect. The spell save DC for this effect 
  is 8 + your Intelligence modifier + your proficiency bonus. 
       Meld.  When you take a long rest in the presence of two 
  or more other myconids, you can meld with them. After 
  melding, you regain all expended Hit Dice and gain one of 
  the following benefits: 
  • You can end one disease or one condition effecting you 
  from among: blinded, deafened, paralyzed, or poisoned. 
  • You gain one inspiration point. 
   
   
   
   
   
   
   
   
   
   
  Orc 
  He worked his serrated long knife savagely,  
  tearing out the king’s throat to the howls of approval from his 
  legions. The ferocious orca didn’t stop there, digging and ripping 
  the blade back and forth unrelentingly until he took the head off 
  the dwarf king’s shoulders.          
   - An account of War Chief Hartusk’s brutality in the 
  aftermath of the Battle of the Cold Vale 
  Orcs are savage raiders and pillagers with stooped postures, 
  low foreheads and bestial faces with prominent lower 
  canines that resemble tusks. 
  Might and Brutality 
  Strength and power are the greatest of orcish virtues. Their 
  immense tribes are segregated by the strength of their 
  members, and the Warchief is the most powerful, and often 
  the most cunning, among them. The reign of a war chief 
  lasts only as long as it commands the fear and respect of 
  other tribe members, whose bloodlust must be regularly 
  satisfied lest the chief appear weak. 
       As a constant show of their strength, orc tribes fight an 
  endless war on humans, elves, dwarves, and other folk. 
  Tribes exert their dominance and satisfy their bloodlust by 
  plundering villages, devouring or driving off roaming hers 
  and slaying all who would stand against them. After 
  savaging a settlement, orcs pick it clean of wealth and 
  items usable in their own lands. They set the remains of 
  villages and camps ablaze then retreat to whence they 
  came, their bloodlust satisfied. 
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  Ranging Scavengers 
  Their lust for slaughter demands that orcs dwell always 
  within striking distance of new targets. As such they 
  seldom settle permanently, instead choosing to convert 
  ruins, cavern complexes and defeated foes' villages into 
  fortified camps and strongholds. Orcs build only for 
  defense, making no innovation or improvement to their 
  lairs beyond mounting severed body parts of slain victims 
  all about - on spiked stockade walls, pikes jutting from 
  moats and trenches or dangling them gruesomely from bits 
  of string by the hair. 
       When an existing territory is depleted of food, an orc 
  tribe divides into roving bands that scout for choice hunting 
  grounds. When each party returns, it brings back trophies 
  and news of targets ripe for attack the richest among which 
  is chosen.  The tribe then sets off en masse to carve a 
  bloody path to its new territory or die in the attempt. 
       On rare occasions a tribe's leader chooses to hold onto a 
  particularly defensible lair for decades. The orcs of such a 
  tribe must range far across the countryside to satiate their 
  appetites. 
  Orc Names 
  The orc language, and hence their names, is harsh and 
  guttural, favoring simple words and syllables. An orc that 
  has achieved some great work, proving his strength and 
  worth to the tribe, is bestowed a vivid or grotesque title. 
  Orc Names: Brogg, Fûlgum, Gorgûm, Horhog, Lûga, 
  Malmûg, Muzglob, Olgoth, Prák, Ratlûg, Thrak, Ûkrom, 
  Zog 
  Orc Titles: Beast-Render, Bone-Licker, Corpse-Eater, 
  Deathbringer, Flame-Brander, Gorger, Heart-Eater, Man-
  Eater, Plaugebringer, Skullcrusher, Spiderkin, Vile-Spear 
   
  Orc Traits 
  As a powerful and savage raider of primitive but brutal 
  origins your orc character has the following traits. 
       Ability Score Increase. Your Strength score increases 
  by 2. 
       Age. Orcs mature much faster than humans, they are 
  considered to be full adult members of the tribe by age 14. 
  Additionally their age tells more rapidly as they lead short, 
  brutal and nasty lives full of combat and strife. Orcs rarely 
  live beyond 50 years through natural means and they rarely 
  die of natural causes. However since orcs consider a sword 
  to the ribs or an axe to the skull to be the most natural thing 
  in the world some argue that the vast majority of orcs do in 
  fact die of natural causes. 
       Alignment. For the most part orcs are chaotic and 
  savage brutes. They tend not only toward evil but also 
  toward chaos. Those who rise to positions of martial 
  leadership and authority though may be of a lawful evil 
  bent while the shamans and others tend to temper their evil 
  with a broad avoidance of law or chaos being instead 
  neutral evil. Such individuals are exceedingly rare among 
  most tribes however. Those orcs who belong to tribes 
  which have remained settled in a particular area for years or 
  decades however may occasionally harbor representatives 
  of a goodly alignment. 
       Size. Orcs are larger and bulkier than most other 
  humanoids, generally standing between 6 and 7 feet in 
  height despite their stooped, apelike stances. Rarely, even 
  among females do Orcs weigh less than 180 pounds, 
  averaging between 225 and 275 pounds. Your size is 
  Medium. 
       Speed. Your base walking speed is 30 feet. 
       Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet 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. 
       Menacing. You gain proficiency in the Intimidation 
  skill. 
       Relentless Endurance. When you are reduced to 0 hit 
  points but not killed outright you can drop to 1 hit point 
  instead. You can't use this feature again until you finish a 
  long rest. Orcs live a brutal lifestyle and become as 
  familiar with suffering violence as they are with 
  inflicting it. 
       Languages. Orcs can speak, read and 
  understand Orc, many can understand common 
  as well, particularly veteran raiders. 
   
   
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       Subrace. Ancient divides among the Orcs have resulted 
  in three distinct subraces:  Gray Orcs, Mountain Orcs and 
  Deep Orcs - more commonly known as Orogs.  In some 
  worlds of course these subraces are further divided or may 
  be non-existent. Choose a subrace. 
  Gray Orc 
  Gray orcs dwell on the plains in more migratory or 
  nomadic tribal groups. Unlike their more common and 
  disruptive cousins gray orcs are somewhat more thoughtful 
  and are typically conciliatory toward other races. 
       Unlike their kin, gray orcs typically strive for a more 
  balanced and sustainable lifestyle, living off of the land, 
  raiding only when it is convenient to do so without leaving 
  direct evidence and rarely sacking or destroying other 
  humanoid settlements, instead choosing to extort them 
  through mild sieges during times of need. As a result, gray 
  orc numbers are generally fewer than others, but in turn 
  they are much more widely tolerated. A city is much more 
  likely to placate a gray orc tribe with ransom or "gifts" than 
  it is to resist these tribes through force of arms. Of course 
  they still often undertake smaller scale, stealthier raids to 
  secure treasure, slaves or "brides" to bolster the tribes' 
  numbers when they feel the urge. They simply leave behind 
  a noticeably smaller amount of destruction in their wake. 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Wanderer's Wisdom. You gain proficiency in the 
  Survival skill. 
       Nomadic Warriors. You are proficient with handaxes, 
  spears, and shortbows. So long as you are unarmored or 
  wearing only light armor, your base walking speed is 35 
  feet, rather than 30 feet. 
   
   
   
  Mountain Orc 
  Mountain orcs are the standard by which other orcs are 
  judged in the minds of more civilized races. They are the 
  embodiment of the stereotype, embracing it and doing all in 
  their power to enhance it where the Gray orcs attempt to 
  marginalize their heritage to better prey on the societies 
  which host them. Mountain orcs further these opinions. 
       Like other orcs the mountain orcs are large, their skin 
  runs more toward green with dark black, yellow or red 
  eyes. They have little ambition beyond looting and plunder. 
       Ability Score Increase.  Your Constitution score 
  increases by 1. 
       Boundless Aggression. As a bonus action when you 
  reduce a hostile creature to 0 hit points, you may 
  immediately move up to half your speed toward a hostile 
  creature that you can see. 
  Orog 
  Orogs are orcs blessed with surprisingly keen intellect and 
  forceful personality which ordinary orcs believe is a gift 
  from the highest orc goddess, whose domain in underneath 
  the earth. Like their goddess, orogs prefer to live their lives 
  underground, feeling most at home in the underdark to 
  which they have become adapted. 
       Scarcity of food often brings them to the surface to hunt. 
  Orcs respect an orog's strength and cunning, a lone orog 
  might command an entire warband. Orogs tend to stand 
  closer to 7 feet than 6, often being taller and seeming 
  slimmer than their fellow orcs.  In spite of their seemingly 
  more slender builds they are often just as powerful if not 
  more so than their kin. Orogs typically have gray-green 
  skin. 
       Ability Score Increase. Your Charisma score increases 
  by 1. What orcs view as "intellect" is not necessarily the 
  same as what other races know it to be. Orogs have forceful 
  personalities and make excellent sorcerers and warlocks. 
       Superior Darkvision. Your darkvision has a radius of 
  120 feet. 
       Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack or whatever you are 
  trying to perceive is in direct sunlight. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag or lift. Orogs are simply more powerfully built 
  than other orcs of similar proportions. 
   
   
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  Thri-Kreen 
  “Drik, nictck-chital. Prict chik-tic-tic-tic, pract 
  nictck-ch bract ick-click. Pree nack chik-tick” 
            - Clicky, Thri-Kreen ranger 
  “I have no idea what he's saying half the time.” 
            - Hassleus Meddlit, Gnome wizard 
  Thri-kreen are an unusual race of insectoid creatures. These 
  mantis-like humanoids have exoskeletons that range in 
  color from a sand-like tan to a dry grassy green. They 
  possess four arms ending in clawed hands; two ordinary 
  ones and two minor ones, the latter of which they use 
  almost exclusively for fine manipulation of objects. They 
  also have large, compound eyes and sharp mandibles. Thri-
  kreen wear little clothing and use their own hand-carved 
  weapons. 
   
   
  Mantis Warriors 
  Thri-kreen are unique warriors and deadly combatants with 
  six limbs: four arms capable of holding weapons, and two 
  powerful jumping legs which allow them to navigate any 
  terrain with ease. Moreover, thri-kreen hunters can excrete 
  a resin-like saliva called dasl, from which they fashion and 
  repair unique racial weapons, the gythka, a two-handed 
  polearm, and the chatkcha, a three-pointed throwing star. 
  Clutches 
  Thri-kreen roam the jungles, deserts, and savannas of the 
  world in small, nomadic tribes, called clutches, defending 
  each other with their lives. They are expert hunters and 
  trackers with an innate sense of direction, never losing 
  tracks of their quarry or getting lost themselves, no matter 
  how harsh the wilderness. 
       Thri-kreen which venture far from their clutch feel a 
  deep longing to belong to a similar of hunters, and often 
  fall in with adventurers or mercenaries with which they feel 
  some comradery. They build deep attachments to such 
  groups, and identify their fellow warriors as hunters, no 
  matter what role they actually occupy. 
  Wordless Language 
  Thri-kreen speak a wordless language consisting of a 
  combination of clicks and four-handed sign language. Most 
  other creatures find learning such a language supremely 
  difficult, making communication with a thri-kreen a tricky 
  endeavor. More civilized and intelligent thri-kreen take to 
  learning Common, but cannot speak it properly due to their 
  mandible structure. 
  Limited Emotions 
  Though thri-kreen do experience the full range of emotions, 
  their representation of them is often foreign to other 
  humanoids, as their chitinous carapace makes some 
  nonverbal communication impossible. An agitated thri-
  kreen might twitch his antennae nervously, or ring one pair 
  of its hands, for example, but can’t show a look of genuine 
  worry on his face. Thri-kreen psions often have more tools 
  at their disposal for expression than their more common 
  hunter counterparts, but they are often equally difficult to 
  emotionally understand. 
  Thri-Kreen Names 
  Thri-kreen make no distinction between male and 
  female names, and they do not use a surname. 
  Thri-Kreen Names: Chak-tha, Drik-chkit, Kacht-ta,  
     Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, 
  Tik-tik. 
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  Thri-Kreen Traits 
  Your thri-kreen character has a number of abilities unique 
  to the thri-kreen race. 
     Ability Score Increase. Your Dexterity score       
  increases by 1. 
     Age. Thri-kreen have relatively short lifespans, reaching 
  maturity after only 2 years. On average, thri-kreen live 
  about 30 to 35 years, though there are Thri-kreen legends 
  about one of their number who lived almost 4 times as long 
  as normal. 
     Alignment. Thri-kreen have virtually no social structure 
  other than the clutches they form with their closest allies. 
  The notion of sophisticated rules for social behavior is 
  foreign to them. They are almost always chaotic in 
  alignment, and often neutral with respect to good and evil. 
     Size. Thri-kreen tend to hunch when walking around, 
  appearing to be as tall as a human. When fully upright, a 
  thri-kreen stands between 6 and 7 feet tall. They weigh 
  about 150 pounds on average. Your size is Medium. 
     Speed. Your base speed is 30 feet. 
     Darkvision. 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. 
     Natural Jumper. Thri-Kreen have powerful legs, 
  allowing for jumps that many other humanoids consider 
  impossible. You have advantage on Strength (Athletics) 
  checks made when jumping. You do not need a running 
  start to perform a long jump or high jump. 
     Four Arms. You have four arms with which to hold 
  things. Two of them are smaller minor arms, and cannot 
  hold shields or attack with weapons. The minor arms may 
  manipulate objects and perform the somatic components of 
  spells. These extra arms do not grant extra attacks beyond 
  those which you are normally granted. Finally, you may 
  interact with an additional object (like drawing or stowing 
  something) each turn. 
     Sleepless. You don't require sleep to function. As such, 
  magic can't put you to sleep. You still must take long rests 
  and can perform nothing more than a light task during said 
  rest. 
     Languages. You can comprehend, read, and write 
  Common, and can speak Thri-Kreen. Thri-Kreen is a 
  language that is seemingly wordless, where thoughts and 
  ideas are conveyed through specific clacking of mandibles, 
  waving of antennae, and gesturing of hands. Only thri-
  kreen have the physical features necessary to speak the 
  language properly. 
     Thri-Kreen Weapon Training. You are proficient with 
  both the Gythka and Chatkcha. They are Martial weapons, 
  and you may take them as starting equipment if your class 
  allows you to take a martial weapon normally. 
      Subraces. Thri-Kreen society is broken up into two 
  subraces, the Psions, those endowed with psionic powers, 
  and the Hunters, who patrol the savannas. Choose one of 
  these subraces. 
  Hunter 
  Thri-kreen of this subrace are stronger and tougher than 
  other thri-kreen. They possess a potent venom used to 
  subdue their prey, as well as a hardened exoskeleton. Thri-
  kreen hunters generally have a very simplistic view of the 
  world and little to no empathy toward others. These thri-
  kreen are well-suited to the roles of fighters, rangers, or 
  barbarians. 
     Ability Score Increase. Your Strength or Constitution 
  score increases by 1. 
     Chitinous Carapace. Your carapace is thicker and more 
  resilient than that of other thri-kreen. When you aren’t 
  wearing armor, your armor class equals 12 + your 
  Dexterity modifier. You cannot wear heavy armor due to 
  your unusual anatomy. 
       Dasl Weapons. You secrete a resin-like saliva called 
  dasl. This saliva can be used to create a variety of slashing 
  and piercing weapons. During a long rest, you may use 
  your dasl to create one gythka, spear, or javelin from an 
  existing quarterstaff, as well as maximum of 5 chatkchas or 
  daggers. Dasl weapons are very fragile, and must be 
  remade every 24 hours to maintain effectiveness. A non 
  thri-kreen character is not proficient with dasl weapons. 
  When you roll a 1 on an attack made with a dasl weapon, 
  the weapon shatters and becomes unusable. dasl gythkas, 
  spears, and javelins that shatter in this way become 
  ordinary quarterstaves. 
   
   
   
   
   
   
   
   
   
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  Psion 
  Thri-kreen of this subrace possess greater power of the 
  mind than their kin, but are slightly weaker than their 
  hunter counterparts. They develop limited psionic abilities 
  and a natural camouflage ability. Thri-kreen psions tend to 
  have a greater emotional and intellectual range than other 
  thri-kreen, which allows them a more sophisticated view of 
  their world. These thri-kreen make excellent scouts, 
  assassins, and spellblades. 
     Ability Score Increase. Your Wisdom or Intelligence 
  score increases by 1. 
     Chameleon Carapace. You can change the color of your 
  carapace to match the color and texture of your natural 
  surroundings as a bonus action. Once changed, your 
  camouflage lasts until your next short or long rest and 
  grants you advantage on Dexterity (Stealth) checks made to 
  hide in the matched terrain. Moving out of the matched 
  terrain, such as by moving indoors or by moving to an area 
  with different vegetation or rocks (usually any area over 
  100 feet from where you first camouflaged), you lose this 
  advantage. 
     Innate Psionics. You know the mage hand cantrip. Once 
  you reach 3rd level, you can cast blur (targeting only 
  yourself) once per day with this ability. When you reach 
  5th level, you may also cast magic weapon once per day.  
  Thri-Kreen Weapons 
  In the wilderness, thri-kreen create their weapons from a 
  resin-like saliva they produce called dasl, but steel-bladed 
  gythkas and chatkchas, while rare, can be found in some 
  weaponsmiths' inventories. The prices shown below apply 
  to steel weapons. 
     Gythka. The gythka is a polearm with a crescent-shaped 
  blade on each end. When you take the Attack action on 
  your turn, you may use a bonus action to make an attack 
  with the other end of the weapon, dealing an additional 1d6 
  slashing damage. You do not add your ability score to the 
  damage of this second attack unless you have the Two-
  Weapon Fighting fighting style. 
     Chatkcha. The chatkcha is a flat, triangular throwing 
  blade with three serrated edges. During a long rest, a thri-
  kreen may create or maintain a maximum of 5 dasl 
  chatkchas at one time.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thri-Kreen Weapons 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Gythka 
  40 gp 
  1d6 slashing 
  6 lb. 
  Finesse, heavy, 
  special, two-handed 
  Chatkcha 
  3 gp 
  1d6 slashing 
  1 lb. 
  Finesse, light, thrown 
  (range 20/60) 
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  Art Credits 
  Pg 6. “Sandtongue, Akitoni Lizardfolk Tech Inquisitor” by WhoDrewThis is licensed under the Creative Commons Attribution 
  3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ 
  Pg 8. "Mushroom men sage 3" by Hullu mykologi is licensed under the Creative Commons Attribution 2.5 Generic license. To 
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  License 
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Monsters and Men Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Monsters and Men.pdf