TEXT: Old Gus’ Errata:
  PLANTFOLK and
  OTHER ODDITIES
  5 Plant Races, 8 Other Races
  Old Gus’ Errata:
  PLANTFOLK and
  OTHER ODDITIES
  5 Plant Races, 8 Other Races
  
   
  Old Gus’ Errata: Plants and Oddities 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Plantfolk and Other Oddities, v1.04 (March 
  11, 2019). This document provides rules and mechanics for 
  new races to supplement Dungeon & Dragons 5th Edition. 
  This material is not officially part of the game and isn’t 
  permitted in Dungeons & Dragons Adventurers League 
  events. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Valentina Mulatero, 
  https://www.artstation.com/valentinamulatero  
   
  Featured Artists: 
  Ama & Nova, https://www.deviantart.com/0-eos-0/ 
  Andrew Olson, https://www.deviantart.com/mysticaldonkey1 
  Antarctic Spring, https://www.deviantart.com/antarcticspring 
  Apertus, https://www.deviantart.com/apterus  
  Cecelia Colette, https://www.deviantart.com/ettelloc  
  Daniel Denova, https://www.artstation.com/tartankiwi  
  Igor Golyuk, https://www.deviantart.com/chernigiv  
  Jan Pospisil, https://www.deviantart.com/merlkir  
  Jon Neimeister, https://www.deviantart.com/andantonius  
  Kristy, https://www.deviantart.com/the-invetro  
  R.K. Post, https://www.deviantart.com/postrk  
  Rich Carey, https://www.artstation.com/richardcareylol  
  Son Trinh, https://www.deviantart.com/ber-yaourt  
  Vanessa Rossek, https://www.artstation.com/rootyful  
  Viktor Titov, https://www.artstation.com/viktortitov  
   
  Special Thanks: Adelaide, Corvin, Plan, and everyone over at 
  Taverns & Dragons, Aboe Snowpea, all the Dungeon Masters 
  and their players whose feedback has been invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
  TABLE OF CONTENTS 
  Plants 
  Plant and Fungal Races ..................................................... 3 
  Drosera .................................................................................. 4 
  Gwaloth .................................................................................. 5 
  Elowarin ................................................................................. 6 
  Myconids ................................................................................ 7 
  Tan’Dalu ................................................................................ 8 
  Oddities 
  Other Races........................................................................... 9 
  Fejervar ................................................................................ 10 
  Ikwiikwii............................................................................... 11 
  Kumon .................................................................................. 12 
  Necrolytes ............................................................................ 13 
  Rakshasas............................................................................ 14 
  Stheno .................................................................................. 16 
  Ulsanya................................................................................. 17 
  Yetifolk ................................................................................. 18 
   
  Spells appear in the Player’s Handbook on page 211.  
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
  Find updates to this material, and 
   more of Old Gus’ Errata online: 
  Old Gus’ Errata: 
  Additional Player Options 
   
  Note: Several fey plant races appear in  
  Old Gus’ Errata: Fey and Faeries! 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  3 
   
  Illustration by Viktor Titov 
   
  PLANT AND FUNGAL RACES 
  AT ONE WITH NATURE 
  Sentient plants are more common than most folk think, 
  as they simple never stop to consider the possibility, and 
  the ease with which they hide in their native terrains. 
  It is rare to see them on the paved streets of cities, so 
  often built on land cleared of its forests, and most plant 
  races avoid them, preferring to live with those who share 
  their sylvan values.  
  Not all plants are benign, however, and some actively 
  prey upon beasts, or even other kith.  
  Plants that integrate with other races find ways to take 
  advantage of their talents: they make excellent 
  groundskeepers, herbalists, and chefs. They select their 
  living quarters based available sunlight, and prioritize its 
  outdoor space over the interior. They might bring a seed 
  pouch containing their favorite varieties of plants and 
  grow a luxurious garden at their home, a sprawling work 
  of art that attracts insects and birds. 
  Their own cities take this practice to the extreme. 
  Each house, hall or other interior is made not 
  constructed, but as part of an enormous ecosystem that 
  is carefully managed and kept in balance. 
  Most plants are especially vulnerable to necrotic 
  Blight, and wise plants avoid offense to spellcasters 
  capable of unleashing its deadly potential upon them. A 
  few especially hardy specimens of plants are able to 
  withstand this devastating magic. 
   
  Racial Feat: Blight Resilience 
  Prerequisite: Plant creature type 
  You are especially hardy, and resistant to blighting magic. 
  You can the following benefits: 
  • Your Constitution score increase by 1. 
  • You have advantage on saving throws against and resistance 
  to necrotic damage. 
   
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  4 
   
  Illustration by Rich Carey 
  DROSERA 
  TERRORS OF THE JUNGLE 
  At first glance, a drosera’s head looks like a large, ripe 
  melon. In truth, is made of two (or in a few tribes, three 
  or even four) thick, interlocked toothed plates which, 
  when opened, expose their mouth and a pair of eyes. 
  This under-visage can be disturbing to other races, and 
  so most traveling Drosera keep their plates closed, 
  wearing fanciful wooden or ceramic masks in a vague 
  mockery of most races’ facial structure. They have a set 
  of air-holes on their necks that allow them to speak and 
  breathe while their headplates are closed. 
  Drosera prefer to eat meat to the exclusion of anything 
  else, and they train their saplings in the art of the 
  ambush from a young age. As they age, they take on 
  more dangerous game with their sires, passing their 
  skills down to the next generation. 
  Finding work in civilized areas where their 
  cannibalistic nature is not frowned upon is difficult, so 
  drosera who leave their native jungles gravitate toward 
  assassination work that allows them to take the lives (or 
  limbs) of others. 
  DROSERA RACIAL TRAITS 
  Ability Scores. Your Strength, Dexterity and, 
  Constitution scores increase by 1. 
  Age. Drosera reach adulthood at around 15 years and 
  live up to 150 years. 
  Alignment. Most drosera are evil. 
  Size. Drosera average about 6 feet tall and weigh 
  about 100 pounds. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Primordial. 
  Headplate Vision. While your headplates are 
  unhinged, you can see in darkness within 120 feet of you 
  as if it were bright light. However, you can't discern color 
  in darkness, only shades of gray. While your headplates 
  are closed, they obscure your vision considerably: you 
  require bright light to see further than 15 feet away from 
  you, and are only able to see to a distance of 60 feet even 
  with the aid of it. 
  You can hinge or unhinge the headplates that form 
  your jaw using your bonus action. When your jaw is 
  unhinged, your sensitive eyes and mouth are exposed. If 
  you are subject to a critical hit while your jaw is 
  unhinged, the attack deals an additional 1d10 damage.  
  Carnivorous Bite. While your headplates are 
  unhinged, you can use your fearsome jaw to make melee 
  attacks that deal 1d6 piercing damage plus additional 
  acid damage equal to twice your proficiency bonus. 
  Mutable. When you reach 3rd level, You can caste the 
  Snare XGE spell once without any material components. 
  You must finish a long rest in order to cast the spell 
  again using this trait. When you reach 5th level, you can 
  cast the Alter Self spell once, and must finish a long rest 
  in order to cast the spell again using this trait. Charisma 
  is your spellcasting ability for these spells. 
  Ambush Hunter. You are proficient with longbows, 
  spears, and the Stealth skill.  
  Hybrid Nature. You have two creature types: 
  humanoid and plant.  
   
  Racial Feat: Sundew Glands 
  Prerequisite: Drosera 
  Your Strength or Dexterity score increase by 1. 
  Your body can secrete a sticky, dew-like substance from 
  your body, which lasts for 1 hour. For the duration, you gain 
  the ability to move up, down, and across vertical surfaces 
  and upside down along ceilings, while leaving your hands 
  free. You also gain a climbing speed equal to your walking 
  speed, and have advantage on checks made to grapple other 
  creatures. 
  Once you use this ability, you can’t use it again until you 
  finish a long rest. 
   
  Hybrid Natures 
  You can become the target of any ability, spell or effect that 
  affects either of your creature types. 
   
   
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  5 
   
  Illustration by Jan Pospisil 
  GWALOTH 
  GROWING TOGETHER 
  Gwaloth have the appearance of lithe, vine-covered 
  halflings. They have growths that resemble hair and 
  beards, and often have a nest of petals sprouting from 
  the tops of their heads. Gwaloth never tolerate shoes, 
  and prefer a thick coating of raw earth around their root-
  like feet. They prefer to live in sun-dappled forests and 
  jungles, with a tall overhead canopy, although some 
  tribes favor swamps or mountainous scrubland. They 
  avoid deserts or any place without fertile soil. 
  Gwaloth favor their attachment to fertile earth so 
  much that Gwaloth priests, governors and others of 
  station in their societies literally put their roots down, 
  never leaving their planting positions as a public sign of 
  their dedication. 
  Gwaloth are especially hardy creatures for their size, 
  and can be notoriously difficult to exterminate. 
  Thankfully, they prefer a live-and-let-live philosophy, with 
  many of their tribes (wgich they call “gardens”) taking a 
  vow a strict pacifism as part of adult rites. 
  Gwaloth love to trade favors and gifts. If a gwaloth 
  produces fruit from their own body and offers it to you, 
  you know you have made a friend for life. 
  GWALOTH RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2 and 
  your Constitution score increases by 1. 
  Age. Gwaloth reach adulthood at around 30 years and 
  live up to two centuries. 
  Alignment. Most gwaloth are good. 
  Size. Gwaloth average 4 feet tall and weigh about 45 
  pounds. Your size is Small. 
  Speed. You have a movement speed of 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 24 hours 
  each week or ingest one handful of fertile soil each day.  
  You must be exposed to direct sunlight for 4 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate. 
  Deep Roots. If you are standing on fertile soil, you can 
  plunge your roots into the ground using your action. 
  Until the start of your next turn, you can’t move or take 
  reactions, and you resist all damage unless it is fire 
  damage. If an attack, ability or spell deals lightning 
  damage to you, you heal for the amount instead. 
  Additionally, you have advantage on any saving throw or 
  check you make that would result in you being knocked 
  prone. At the start of your next turn, your roots retract 
  from the earth, and you can choose to immediately spend 
  one hit die, rolling it and adding your Constitution 
  modifier to it. You regain hit points equal to the total. 
  Once you use this trait, you can’t use it again until you 
  finish a long rest. 
  Herbal Affinity. You are proficient in the Nature and 
  Medicine skills. 
  Gwaloth Magic. You know the Resistance cantrip. 
  When you reach 3rd level, you can cast the Goodberry 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. When you reach 5th level, you 
  can cast the Speak with Plants spell once, and must 
  finish a long rest in order to cast the spell again using 
  this trait. Wisdom is your spellcasting ability for the 
  spell. 
  Hybrid Nature. You have two creature types: 
  humanoid and plant.  
   
  Hybrid Natures 
  You can become the target of any ability, spell or effect that 
  affects either of your creature types. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  6 
   
   
  Illustration by Ama & Nova 
  ELOWARIN 
  FLOWER CHILDREN 
  Elowarin are hardy plant-like elves native to the feywild. 
  In place of an elf’s usual long ears, They have long petals 
  that crown their heads that resemble those of flowers. 
  Their flesh, especially their faces are adorned with bright 
  iridescent flecks of pigment. The arrangement of their 
  colorations creates a pattern that, to the initiated, clearly 
  identifies their family lineage.  
  Elowarin have a kinship with plants that surpasses 
  even their love for other elves. They are also especially 
  fond of insects and worms, never consume meat and 
  prefer to avoid even eating plants whenever possible. 
  They dislike refined metals, and do not wear them as 
  jewelry, preferring equipment that do not use any of the 
  stuff in their construction. If they do clothe their bodies 
  at all. They avoid rocky or desert terrains, and prefer to 
  travel barefoot on soft soil. 
  ELOWARIN RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2 and 
  your Dexterity score increases by 1. 
  Age. Although elves reach physical maturity at about 
  the same age as humans, the elven understanding of 
  adulthood goes beyond physical growth to encompass 
  worldly experience. An elf typically claims adulthood and 
  an adult name around the age of 100 and can live to be 
  750 years old. 
  Alignment. Elves love freedom, variety, and self-
  expression, so they lean strongly toward the gentler 
  aspects of chaos. They value and protect others' freedom 
  as well as their own, and they are more often good than 
  not. 
  Size. Elowarin are taller than most elves stand 
  between 6 and 7 feet tall. Their bodies are slightly less 
  dense than other elves, and so they weigh roughly about 
  the same as their cousins. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Darkvision. Accustomed to twilit forests and the night 
  sky, 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 Senses. You are proficient in the Perception 
  skill. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can't put you to sleep. 
  Trance. Elves don't need to sleep. Instead, they 
  meditate deeply, remaining semiconscious, for 4 hours a 
  day. While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have 
  become reflexive through years of practice. After resting 
  in this way, you gain the same benefit that a human does 
  from 8 hours of sleep. 
  Photosynthetic. You do not need to eat, but must 
  maintain physical contact with fertile soil for at least 24 
  hours each week or ingest one handful of fertile soil each 
  day. You must be exposed to direct sunlight for 4 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate. 
  Languages. You can speak, read, and write Common 
  and Elvish.  
  Elf Weapon Training. You have proficiency with 
  shortbows, and longbows. 
  Elowarin Magic. You know the Shillelagh cantrip. 
  Once you reach 3rd level, you can cast the Entangle spell 
  once, and must finish a long rest in order to cast the spell 
  again using this trait. Wisdom is your spellcasting ability 
  for these spells. 
  
   
  Old Gus’ Errata: Plants and Oddities 
  7 
   
  Illustration by Cecelia Collette 
  MYCONIDS 
  SPORELINGS OF THE UNDERDARK 
  Enormous swaths of the underdark are covered in a 
  mycelial superorganism. A single such network might 
  contain anywhere from 50 to 5,000 myconids living in 
  and among it. Most myconids see little reason to leave 
  their networks, and the underdark’s seemingly endless 
  expanses of new caverns and moisture providing the 
  perfect conditions to keep expanding. This expansion 
  eventually makes enemies of neighbors, be they drow, 
  gnome, dwarf, or the dreaded umber hulk, whom the 
  myconids especially hate for its inborn resistance to their 
  natural defense: a series of mind-affecting spores.  
  Myconid children are known as sproutlings, and elders 
  are referred to as sovereigns, but in truth, most myconids 
  do not consider themselves individuals, a feeling 
  reinforced by their a natural ability to feel the pain of 
  others. Crime and murder is almost unheard of in 
  myconid society. 
  MYCONID RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2, 
  and your Constitution score increases by 1. 
  Age. Myconids reach adulthood at around 5 years and 
  live up to 40 years. 
  Alignment. Myconids are part of a mycelial collective, 
  and they almost always share its alignment. 
  Size. Myconids stand between 4½ and 7 feet tall, and 
  weigh 100-200 pounds. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Languages. You can understand, read and write 
  Common and Undercommon, but cannot speak. 
  Superior Darkvision. Accustomed to the depths of the 
  Underdark, you have superior vision in dark and dim 
  conditions. You can see in dim light within 120 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. 
  Sun Sickness. While in direct sunlight, you have 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. If you remain in 
  direct sunlight for 1 hour, you must succeed a DC 15 
  Constitution saving throw or take one level of 
  exhaustion. You are gain no benefits of short or long 
  rests made in direct sunlight. 
  Rapport Spores. As an action, you can extend a 30-
  foot radius of spores from your body. These spores can 
  go around corners and affect creatures of your choice 
  with an Intelligence of 2 or higher that aren't undead, 
  constructs, or elementals for a number of hours equal to 
  your proficiency bonus. You can communicate 
  telepathically with these affected creatures if they are 
  within 30 feet of you and you share at least one 
  language. When you take damage, myconids and 
  creatures affected by your spores within 240 feet of you 
  can sense your pain. Magical silence, 1 foot of stone, 1 
  inch of common metal, a thin sheet of lead, or 3 feet of 
  wood blocks your telepathy.  
  Sporeling Magic. You know the Infestation XGE cantrip. 
  Once you reach 3rd level, you can cast the Inflict 
  Wounds spell as a 2nd-level spell; you must finish a long 
  rest in order to cast the spell again using this trait. Once 
  you reach 5th level, you can also cast the Enthrall spell; 
  you must finish a long rest in order to cast the spell again 
  using this trait. Wisdom is your spellcasting ability for 
  these spells. 
  Hybrid Nature. You have two creature types: 
  humanoid and plant.  
   
  Racial Feat: Caustic Spores 
  Prerequisite: Myconid 
  As an action, you can release spores in a 15-foot cone. Each 
  creature inside the cone must succeed on a Dexterity saving 
  throw DC 8 + your proficiency bonus + your Constitution 
  modifier or take a number of d6s equal to your proficiency 
  bonus as acid damage. 
   
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  8 
   
  Illustration by Andrew Olson 
  TAN’DALU 
  STANDING TALL 
  The tan’dalu are a stoic, broad shouldered tree-like 
  people whose ancestry can be traced back to dryads, 
  who they believe awakened their kind early in the song of 
  creation. Their skin and limbs resemble the barky trunks 
  of trees. They grow their skin to suit their environmental 
  or social needs. Those that keep to their own kind enjoy 
  growing leaves, knots, vines or thorns from their body in 
  abstract patterns their own kind find attractive. These 
  trends and traits vary in consistency and coloration 
  depending upon the tan’dalu’s tribe (or “grove”) or their 
  home climates. Tan’dalu tend to be slow moving, 
  intentional and gentle creatures, with a great love for 
  animals, especially birds. Their low, rumbling voices are 
  usually creaky or gravely, but in rare cases, are as 
  sonorous as a double-bass or cello. 
  Tan’dalu that assimilate into life with other races can 
  learn to grow their skin with precision, leading to an 
  appearance to that becomes more approximately 
  humanoid, even imitating the growing an appearance of 
  stylish clothing and armor that makes their station in life 
  more apparent to others.  
  When an elderly tan’dalu begins to creak as they walk, 
  they begin to get their life’s affairs in order. Most prefer a 
  solitary death in a deep wilderness, and spend their final 
  days rooting themselves deep into the earth, and 
  transforming their bodies into a final form of self-
  expression that will last for several more centuries: 
  indeed, upon their death, their body is capable of living 
  on as a tree for up to five additional millennia, growing 
  tens of feet wide and hundreds more high, providing 
  shade and shelter for the animals they loved in life for 
  generations. 
  TAN’DALU RACIAL TRAITS 
  Ability Scores. Your Constitution score increases by 2 
  and your Strength score increases by 1. 
  Age. Tan’Dalu reach adulthood at around 50 years and 
  live up to ten centuries. 
  Alignment. Their long lifespans and stoic nature lead 
  most Tan’dalu to a life of neutrality. 
  Size. Tan’Dalu are between 7 and 9 feet tall and weigh 
  between 240 and 300 pounds. Your size is Medium. 
  Speed. You have a movement speed of 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Speech of Beast and Leaf. You have the ability to 
  communicate in a limited manner with beasts and 
  plants. They can understand the meaning of your words, 
  though you have no special ability to understand them in 
  return. You have advantage on all Charisma checks you 
  make to influence them. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 24 hours 
  each week or ingest one handful of fertile soil each day. 
  You must be exposed to direct sunlight for 4 hours each 
  day. Partial sunlight contributes at half the rate, and 
  bright magical light at one quarter of the rate. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Bark Skin. Due to your knotty bark-like skin, you are 
  ill-suited to wearing armor. Your bark provides ample 
  protection, however; it gives you a base Armor Class of 
  16 (your Dexterity modifier doesn't affect this number). If 
  using a shield, you can apply it’s bonus as normal. 
  Vine Tendril. You know the Thorn Whip cantrip. 
  Strength is your spellcasting ability for the spell. 
  Hybrid Nature. You have two creature types: 
  humanoid and plant.  
   
  Racial Feat: Knotted Growth 
  Prerequisite: Tan’Dalu 
  As a bonus action, your skin grows a thick covering of 
  knotted wood for 1 minute. For the duration, when creature 
  hits you with a melee attack, you can use your reaction to 
  deal 1d10 + your Constitution modifier in bludgeoning 
  damage to your attacker.  
  Additionally, if a creature attacks you with a ranged attack, 
  you can use your reaction to expend all of your knots toward 
  your attacker. Make a ranged attack. If it hits, you deal a 
  number of d6s equal to your proficiency bonus as piercing 
  damage to your attacker. 
  Once you use this ability, you can’t use it again until you 
  finish a long rest. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  9 
   
  Illustration by Igor Golyuk 
   
  OTHER RACES 
  CURIOUSER AND CURIOUSER 
  The prejudices of conventional wisdom can prevail for 
  eons without being challenged, but a single auspicious 
  encounter can make a monster into an ally. As time 
  passes, an ally can become a friend, and a friend can 
  become family. A few short generations after such ties 
  have taken hold can leave the fate of the world itself 
  changed forever.  
  Some of these unusual peoples engage with other 
  cultures readily, sharing their art, music, architecture, 
  but others remain relatively unknown, thought to be the 
  stuff of legend–either by virtue of their preferring 
  environs ill-suited to most folk, a long tradition of not 
  engaging with outsiders, or a longstanding practice of 
  predation upon the unwary and unknowing.  
   
  When you meet new folk new to you, you’ve got 
  to remember just how much you have to learn. By 
  golly, expect them to be a bit different than you 
  are, at the very least! Remember to bite your 
  tongue and save that moral judgement for when 
  you’re back on your own turf.  
  Due to their relative rarity and wide variation of 
  standing across the multiverse, many of the 
  accounts of the peoples detailed in this account 
  speak in only the most reductive of generalities. 
  Your experiences with them will almost inevitably 
  vary, but that just goes to show: where you go, 
  people are people. Try to keep an open mind! 
  ~Old Gus 
   
  Hybrid Natures 
  If you have more than one creature type, you can become the 
  target of any ability, spell or effect that affects any of your 
  creature types. 
   
   
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  10 
   
  Illustration by Kristy 
  FEJERVAR  
  HARD BARGAINERS 
  Fejervar are a race of saltwater-dwelling amphibious 
  people with oily green, grey, brown or blue skin with 
  tufts of feather hair. They live in pristine coral reefs and 
  brackish saltwater marshes, underwater dwellings that 
  take advantage of both their air and water-breathing 
  lifestyles. These underwater structures are most 
  important for maintaining nurseries: fejervar reproduce 
  by external fertilization of fragile eggs in shallow pools, 
  which must maintain a specific temperature and salinity. 
  They regard bullywugs and grung as lesser species 
  and their leaders often enslave them. Fejervar dominars 
  indoctrinate the conquered, teaching them that they are 
  a godhead to be worshipped. Despite these despotic 
  tendencies, they have little interest in expanding their 
  amphibious empires inland, and consider most land 
  dwelling species to be an uncivilized nuisance, but 
  maintain regular diplomatic relations with them. 
  Fejervar, and especially their dominars, infamously do 
  no favors as a matter of pride, preferring an equitable 
  and agreed upon exchange. They are pompous and 
  officious in negotiations, and most will swear revenge on 
  someone if they feel a contract has been breached. 
  Dominars employ the use of spies or assassins to ensure 
  the safety and future prosperity of their kind. 
  FEJERVAR RACIAL TRAITS 
  Ability Score Increase. Your Wisdom score increases 
  by 1. 
  Age. Fejervar reach adulthood at 40 years, and live up 
  to five centuries. 
  Alignment. Fejervar live in strict, officious, often 
  closed societies that are organized around a monarch 
  called a dominar, who usually keeps several spouses and 
  concubines. Most fejervar are lawful. 
  Size. Fejervar stand between 3 and 4 feet tall and 
  average about 40 pounds. Your size is Small. 
  Speed. Your flippers are not ideal for moving on land. 
  You have a movement speed of 20 feet. 
  Swim Speed. You have a swimming speed of 30 feet. 
  Amphibious. You can breathe air and water. 
  Slippery. You have advantage on ability checks and 
  saving throws made to escape grapples or restraints. 
  Emissary of the Sea. Aquatic beasts have an 
  extraordinary affinity with your people. You can 
  communicate simple ideas with beasts that can breathe 
  water. They can understand the meaning of your words, 
  though you have no special ability to understand them in 
  return. 
  Languages. You can speak, read and write, Common 
  and fejervar. 
  Caste. Choose from one of the following castes: Noble 
  or Common. 
  Noble  
  Nobles serve as courtiers, attendants, diplomats or 
  provincial rulers, all at the pleasure of the dominar. 
  However, some dominars’ rules are short, and attempted 
  coups are not uncommon. 
   
  Ability Scores. Your Intelligence score increases by 2. 
  Dominar’s Authority. You can cast the Charm Person 
  spell once; you must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 3rd level, you 
  can also cast the Command spell once as a 2nd-level 
  spell; you must finish a long rest in order to cast the spell 
  again using this trait. Intelligence is your spellcasting 
  ability for these spells. 
  Common  
  Commoners are commonly soldiers, hunters, or 
  craftspeople who design, maintain and improve a 
  dominar’s complex of underground structures. 
   
  Ability Scores. Your Dexterity and Constitution scores 
  increase by 1. 
  Crafts Training. You are proficient with one artisan’s 
  tool of your choice. 
  Weapon Training. You are proficient with tridents, 
  nets, hand crossbows and blowguns. 
  
   
  Old Gus’ Errata: Plants and Oddities 
  11 
   
  Illustration by Son Trinh 
  IKWIIKWII  
  INSTINCT, EVOLVED 
  Ikwiikwii resemble bipedal owls with no wings and 
  short, talon-fingered hands. Some suspect they are 
  descendants of the first owlbears, or part of the same set 
  of experiments that created them. They are short, stocky 
  and share the enhanced musculature of their larger 
  cousins. 
  Ikwiikwii prefer to live in mountains and boreal 
  forests, and are capable hunters. A few even live in the 
  most barren of deserts. Rarely farmers, ikwiikwii 
  consider it a point of pride to hunt their own dinner. 
  Ikwiikwii mate for life as a general rule, and their 
  families rarely exceed four individuals at a time. If a 
  family grows too large, the eldest child is encouraged to 
  leave the nest and start their own family. Leaving the 
  nest marks adulthood in their lives, and their parents 
  make a great display, showering gifts and well-wishes 
  upon their departing child, or throwing a party attended 
  by friends and even extended family. 
  Although ikwiikwii are typically shy, cautious, and 
  generally slow to trust others, they make steadfast 
  friends and trustworthy allies. 
  IKWIIKWII RACIAL TRAITS 
  Ability Score Increase. Your Wisdom score increases 
  by 2, and your Strength score increases by 1. 
  Age. Ikwiikwii reach maturity at 10 years, and live up 
  to 60 years. 
  Alignment. Ikwiikwii tend toward neutral alignments.  
  Size. Ikwiikwii average 2-3 feet tall, and weigh around 
  40 pounds. Your size is Small. 
  Speed. Your base walking speed is 25 feet. If both of 
  your hands are unoccupied, you can run on all fours at a 
  speed of 35 feet. 
  Languages. You can speak, read and write, Common 
  and ikwiikwii. 
  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. 
  Keen Sight. You have advantage on Wisdom 
  (Perception) checks made that rely on sight. 
  Leverage. You can wield weapons with the heavy 
  property without the penalty usually applied to small 
  creatures. 
  Owlbear Talons. You have sharp talons, which grant 
  you a climbing speed of 20 feet. In addition, your claws 
  and beak are natural weapons, which you can use to 
  make unarmed strikes. If you hit with them, you deal 
  slashing damage equal to 1d4 + your Strength modifier. 
  Hybrid Nature. Your creature type is monstrosity in 
  addition to humanoid.  
   
  Racial Feat: Owlbear Savagery 
  Prerequisite: Ikwiikwii, 8th Level 
  You have retained the primal savagery of your ancestors. As 
  an action, you become a savage owlbear for up to 1 hour. For 
  the duration, you gain the following benefits: 
  • Your size increases by one category, and your movement 
  speed increases by 10 feet. 
  • You have advantage on Strength checks and saving throws. 
  • Your talons become a d8, and if both your hands are 
  unoccupied when you take the Attack action on your turn, 
  you can attack twice, instead of once. When you do, you can 
  make an additional attack as a bonus action with your beak, 
  which deals piercing damage equal to 1d8 + your Strength 
  modifier. 
  You can resume your smaller stature using your bonus 
  action. This ability only works in your ikwiikwii form, and its 
  effects cease if you assume any other form, for example, 
  through a Wild Shape or Polymorph spell.  
  Once you use this ability, you can’t use it again until you 
  complete a long rest. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  12 
   
  Illustration by Apertus 
  KUMON 
  PRESENCE OF MIND 
  Kumon are a race of arachnid-like humanoids.  They 
  lead predominantly solitary lives, but their love music, 
  dance and fine clothing occasionally lead them to 
  partake in relations with other races. 
  Kumon have a reputation for stillness, patience, and 
  impeccable manners. They can remain so motionless 
  that others wonder if they are indeed still alive, and 
  kumon often enjoy the effects their uncanny appearance 
  has on other folk, delighting in unnerving the uninitiated 
  with sudden movements, speaking in riddles or other 
  strange or distracting behaviors.  
  Kumon use this to their advantage, especially when 
  negotiating with other kith: indeed, most kumon that 
  reach adulthood have had to best dozens of siblings just 
  to mature, and this makes a great many of them are 
  arrogant, competitive, and sensitive to insult. Kumon 
  have famously long memories for such offenses. 
  Kumon who take up permanent residence next to 
  other races are often employed as weavers, tailors or 
  other craftsmen. They have two pair of vestigial arms 
  which can be used to old small objects while they 
  perform detailed movements with their main hands. 
  KUMON RACIAL TRAITS 
  Ability Score Increase. Your Intelligence score 
  increases by 2, and your Dexterity score increases by 1. 
  Age. Kumon reach adulthood at 5 years, and live up to 
  six decades. 
  Alignment. Most kumon are neutral, evil, or both. 
  Size. Kumon stand between 5 and 6 feet tall and 
  average about 40 pounds. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and one other language of your choice. 
  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. 
  Spider Climb. You have a climbing speed equal to 
  your movement speed, and can move up, down, and 
  across vertical surfaces and upside down along ceilings, 
  while leaving your hands free.  
  Tremorsense. As an action, you gain a tremorsense of 
  20 feet. This tremorsense ends if you attack a creature, 
  cast a spell, take damage or move. 
  Fangs. Your fangs are natural weapons, which you can 
  use to make unarmed strikes with as a bonus action. If 
  you hit with them, you deal piercing damage equal to 1d6 
  + your Strength modifier, and additional acid damage 
  equal to your proficiency bonus. 
  Cultured Craft. You are proficient with calligrapher’s 
  supplies or weaver’s tools. 
  Webbing. Once you reach 3rd level, you both immune 
  to the effects of and can cast the Web spell. You must 
  finish a long rest in order to cast the spell again using 
  this trait. If a creature is inside the area of your Web 
  spell, you know where they are and what size they are 
  even if you cannot see them. Intelligence is your 
  spellcasting ability for these spells. When you reach 5th 
  level, you can cast the spell twice using this trait. 
  Hybrid Nature. Your creature type is monstrosity in 
  addition to humanoid.  
   
  Racial Feat: Poison Fangs 
  Your fangs become a d8 and gain the finesse property. 
  Additionally, you can prepare venom as a bonus action. The 
  venom remains potent for 1 minute. The next time you hit a 
  creature with your fangs, the target must succeed a 
  Constitution saving throw DC 8 + your proficiency bonus + 
  your Constitution modifier or be poisoned for up to 1 
  minute. A poisoned creature repeats its saving throw at the 
  end of each of their turns, ending the effect on a success. 
  You can produce a number of doses of venom equal to 
  your Constitution modifier, and regain expended uses when 
  you complete a long rest. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  13 
   
  Illustration by Antarctic Spring 
  NECROLYTES  
  DEATH AND DECAY 
  Necrolytes are humanoids that are twisted by necrotic 
  energy while still in utero. A grotesque ritual usually 
  ends in them clawing their way out of the womb (or out 
  of their mother’s grave). Most are born to serve powerful 
  necromancers in their formative years, but a few manage 
  to eventually break free of their master’s will. 
  Other races usually don't notice the fact that young 
  necrolytes are indeed a different race, but once slain, 
  their appearance becomes less convincing, as they 
  continue to bear the wounds from the blow that killed 
  them, which never fully heal. As a necrolyte ages and is 
  slain again and again over centuries, their appearance 
  becomes less and less convincing, and they often spend 
  more time among their own kind or in service to more 
  powerful undead. 
  NECROLYTE RACIAL TRAITS 
  Ability Score Increase. Your Constitution score 
  increases by 2, and your Wisdom score increases by 1. 
  Age. Necrolyte children age to adulthood twice as fast 
  as humans, and they then appear to cease aging. 
  Alignment. Due to their undead nature, necrolytes are 
  generally of evil alignment. 
  Size. Most necrolytes are of human ancestry, and 
  share their general build. A few originate from other 
  races. Your size is Medium or Small. 
  Speed. Your base walking speed is 25 feet. 
  Languages. You can speak, read and write, Common 
  and one other language of your choice. 
  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. 
  Undead Nature. You do not need to eat, sleep or 
  breathe to survive, although you still require rest to stave 
  off exhaustion. Magic can’t put you to sleep. 
  Undead Treaty. You are proficient in the Arcana skill, 
  and you have advantage on Wisdom (Insight) checks you 
  make against undead creatures. 
  Undead Fortitude. You have advantage on saving 
  throws against poison, and have resistance against 
  poison damage. When you succeed a death saving throw, 
  you can immediately gain 1 hit point, and can spend a 
  number of hit dice up to your proficiency bonus. Once 
  you use this trait, you can’t use it again until you finish a 
  long rest. Each time you use this ability, your hit points 
  permanently decrease by 1. 
  Chilling Touch. You know the Chill Touch cantrip. 
  Hybrid Nature. Your creature type is undead in 
  addition to humanoid.  
   
  Racial Feat: Necrotic Affinity 
  Prerequisite: Necrolyte 
  Your affinity with necrotic energy grows, and you can sustain 
  yourself with it. You gain the following benefits: 
  Your Constitution, Intelligence, Wisdom or Charisma 
  score increases by 1. 
  When you take necrotic damage, you can use your reaction 
  to gain temporary hit points equal to half the amount 
  instead. When determining the amount healed, ignore your 
  resistance to the necrotic damage. If you reach your hit point 
  maximum using this ability, you gain the remainder as 
  temporary hit points, up to a maximum of your level + your 
  Constitution modifier. These temporary hit points fade after 
  1 hour. Once you use this trait, you can’t use it again until 
  you finish a long rest. 
  
   
  Old Gus’ Errata: Plants and Oddities 
  14 
   
  Illustration from the Monster Manual 
  RAKSHASAS 
  FIENDISH TRICKSTERS 
  A rakshasa’s natural shape is relatively humanoid but 
  beasts-like, usually tigers or other big cats. Their hands 
  also look disturbing to most folk, as their palms are 
  where the back of the hands would be for most races. 
  Rakshasas are capable of hiding their disturbing 
  appearance at any time, as they can choose any 
  humanoid form at will. Many of a rakshasa’s closest 
  allies are often unaware of their true nature. 
  Rakshasas of the upper castes tend toward solitary 
  lives, although their ambition might lead them to 
  occasionally cooperate or compete directly with one 
  other. As a general rule, they prefer to rule rather than be 
  ruled, and a trusted lieutenant will eventually strike out 
  on their own if they feel their abilities as a leader to 
  others is not respected. Members of the lower casts are 
  usually bound in service to a member of the upper casts 
  as advisers, soldiers or spies.  
  As spirits, rakshasas are virtually immortal. They 
  produce a new generation every century to replace the 
  rakshasas that have been slain in battle.  
  Rakshasas revere Ravanna, King of Rakshasas, a ten-
  headed lesser god who can only be harmed by non-deific 
  creatures from the Material Plane. 
  RAKSHASA RACIAL TRAITS 
  Age. Rakshasas reach adulthood at around 100 years 
  and can live indefinitely. 
  Ability Scores. Your Charisma score increases by 1. 
  Alignment. Most rakshasas are lawful evil. 
  Size. Rakshasas stand between 6 and 7 feet tall, and 
  weigh 200-300 pounds. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Infernal. 
  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. 
  Fiendish Claws. Your claws are natural weapons, 
  which you can use to make unarmed strikes. If you hit 
  with them, you deal slashing damage equal to 1d4 + your 
  Strength Modifier, instead of the bludgeoning damage 
  normal for an unarmed strike. 
  Fiendish Disguise. As an action, you can transform 
  your appearance to a humanoid race of your choice. You 
  retain your approximate height and weight. Your 
  clothing and equipment don’t change. Even to the most 
  astute observers, your illusion is completely 
  indiscernible. If you rouse suspicion, or if a creature 
  suspects something is amiss, you have advantage on any 
  Charisma (Deception) check you make to avoid 
  detection. You can revert to your rakshasa form as a 
  bonus action, and also do so if unconscious or killed. 
  While magical in nature, the disguise is undetectable by 
  the Detect Magic spell. 
  Fiendish Nature. Your creature type is fiend instead of 
  humanoid. 
  Caste. Rakshasas have a strong caste system, and 
  natural traits have emerged from them. Choose from one 
  of the following sub-races: High Rakshasa, Ak’chazar, 
  Naztharune, or Zakyas. 
   
  Racial Feat: Cursed Claws 
  Prerequisite: Rakshasa 
  When you hit a creature with your claws, you can use your 
  bonus action to curse the target. Choose one ability score. 
  The target has disadvantage on ability checks made with it 
  until the curse is lifted by a Remove Curse spell or similar 
  magic. Once you use this ability, you can’t use it again until 
  you finish a long rest. You can only maintain one such curse 
  at a time. 
  Racial Feat: Magic Resistance 
  Prerequisite: 8th level, Rakshasa 
  Your fiendish nature matures, inoculating you from magical 
  attacks. You gain advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  15 
  High Rakshasa 
  Rakshasas are vain, and the upper castes especially love 
  to garb themselves extravagantly. Convinced of their own 
  superiority, they use their fiendish disguise to take high 
  positions in society as governors or heads of merchant 
  guilds. These leaders see combat as beneath their 
  station, preferring to delegate such tasks to others, or 
  work out a mutually beneficial arrangement with their 
  enemies. 
   
  Ability Scores. Your Constitution and Charisma 
  scores increase by 1. 
  Confounding Legacy. You know the Minor Illusion 
  cantrip. Once you reach 3rd level, you can cast the 
  Charm Person spell as a 2nd-level spell; you must finish 
  a long rest in order to cast the spell again using this trait. 
  Once you reach 5th level, you can also cast the Major 
  Image spell; you must finish a long rest in order to cast 
  the spell again using this trait. Charisma is your 
  spellcasting ability for these spells. 
  Ak’chazar 
  The lithe ak'chazar most commonly have the heads of 
  white tigers or leopards. They are powerful spellcasters, 
  and specialize in necromancy. Ak'chazar use graveyards 
  and abandoned battlefields as a headquarters, sending 
  their undead minions forth to do the heavy lifting on their 
  behalf. They serve the upper castes as advisors. 
   
  Ability Scores. Your Intelligence score increases by 2. 
  Inborn Necromancy. You know the Toll the Dead XGE 
  cantrip. Once you reach 3rd level, you can cast the Ray of 
  Sickness spell as a 2nd-level spell; you must finish a long 
  rest in order to cast the spell again using this trait. Once 
  you reach 5th level, you can also cast the Animate Dead 
  spell; you must finish a long rest in order to cast the spell 
  again using this trait. Charisma is your spellcasting 
  ability for these spells 
  Naztharune 
  Naztharune are covered in inky black fur. They have few 
  magical powers, but compensate by being stealthy and 
  cunning. They lack most rakshasa's need to be the 
  leader of any organization that they are part of, often 
  working for other rakshasa. 
   
  Ability Scores. Your Dexterity score increases by 2. 
  Quiet as a Cat. You are proficient in the Stealth skill. 
  Infernal Trickery. You know the Mage Hand cantrip. 
  Once you reach 3rd level, you can cast the Invisibility 
  spell; you must finish a long rest in order to cast the spell 
  again using this trait. Charisma is your spellcasting 
  ability for these spells.  
  Zakyas 
  The Zakyas are skilled melee combatants and weapon 
  masters. They use their comparatively weak magical 
  powers to supplement their martial prowess. 
   
  Ability Scores. Your Strength score increases by 2. 
  Battle Magic. You know the Blade Ward cantrip. Once 
  you reach 3rd level, you can cast the Heroism spell; you 
  must finish a long rest in order to cast the spell again 
  using this trait. Charisma is your spellcasting ability for 
  these spells. 
  Zakyas Weapon Training. You are proficient with 
  longswords, shortswords, scimitars, and spears. 
  Double-Bladed Scimitar. You are proficient with the 
  double-bladed scimitar, a haft of fine wood or metal 
  supporting a long blade on either end. 
  When you take the attack action and make a two-
  handed attack with a double-bladed scimitar, you can use 
  a bonus action to make a melee attack with the blade at 
  the opposite end of the weapon. This attack uses the 
  same ability modifier as the primary attack. The 
  weapon’s damage die for this attack is a 1d4, and it deals 
  slashing damage. You can start with the weapon at 1st 
  level in place of a martial weapon normally granted by 
  your class.  
   
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Double-
  bladed 
  Scimitar 
  100 gp 
  2d4 
  slashing 
  6 lbs 
  Special, 
  two-
  handed 
   
  Racial Feat: Revenant Blade 
  Prerequisite: Rakshasa (Zakyas) 
  You learned from a master of the double blade and their 
  skills have passed on to you. You gain the following benefits: 
  • Increase your Dexterity or Strength score by 1, to a maximum 
  of 20. 
  • While wielding a double-bladed weapon with two hands, the 
  weapon has the finesse trait for your attacks with it, and you 
  gain +1 AC. 
  • On your turn, when you use a bonus action to make a melee 
  attack with the blade at the opposite end of the weapon, the 
  weapon’s damage die for this attack increases to 2d4, 
  instead of 1d4. 
  
   
  Old Gus’ Errata: Plants and Oddities 
  16 
   
  Illustration by R.K. Post 
  STHENO 
  A MOTHER’S LOVE 
  Stheno are monosexed humanoids who share a cursed 
  ancestry. Their “hair” is composed of living, venomous 
  snakes whose behavior is a reflection of that of the 
  stheno. The snakes behave sympathetically with the 
  stheno’s thoughts and emotions. Stheno live in small 
  clutches wither their mother, sisters, or less commonly, 
  an aunt. Stheno are always born in groups of three, but 
  sisters do not always share sires: stheno mate with elves, 
  dwarves, halflings or tieflings or most any other race. 
  Less frequently, two stheno will breed together. 
  When born, stheno have no legs, but a long, serpentine 
  tail, which eventually splits to form feet, and they learn to 
  walk around age four. As they mature, they often 
  inherent strengths or personality traits from their non-
  stheno sire, who they rarely ever come to know.  
  Feared and despised by most, stheno train their young 
  for a life of hardship, even pitting sisters against one 
  another in cruel games of deadly consequence. It is rare 
  for a stheno matriarch to have not killed at least one of 
  their sisters. Elder stheno are capable of employing a 
  gaze that turns those who behold them to stone.  
  STHENO RACIAL TRAITS 
  Ability Scores. Your Constitution score increases by 2, 
  and one ability score of your choice increases by 1. 
  Age. Stheno reach adulthood at around 25 years and 
  live an average of 150 years. 
  Alignment. Almost all stheno are evil. 
  Size and Speed. Stheno have a similar stature to 
  humans. Your size is Medium. You have a movement 
  speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Abyssal.  
  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 cannot see color in darkness. 
  Snakespeech. Snakes understand your words, and 
  you have advantage on Charisma checks you make to 
  influence them. 
  Stheno Resilience. You have advantage on saving 
  throws against poison, and you have resistance against 
  poison damage. 
  Matriarch Training. You are proficient with the 
  poisoner’s kit, scimitars and shields. 
  Snake Hair. You can make melee attacks with your 
  snake hair, which deal 1d4 + your Dexterity modifier 
  piercing damage. If you hit with your snake hair, you can 
  use your bonus action to cause the snakes to inject 
  venom, forcing the target to make a Constitution saving 
  throw DC 8 + your proficiency bonus + your Charisma 
  modifier (minimum 1). If they fail, they take a number of 
  d6s equal to your proficiency bonus as poison damage. If 
  they succeed, they take half the amount. Once you inject 
  venom, you can’t do so again until you finish a long rest. 
   
  Racial Feat: Petrifying Gaze 
  Requirements: Stheno, level 8 
  As an action, you gaze at a living creature you can see that 
  can also see you within 30 feet of you. The target makes a 
  Constitution saving throw DC 8 + your proficiency bonus + 
  your Constitution modifier. If they fail, they begin to turn to 
  stone and are restrained, repeating their saving throw at the 
  start of their turns. If they make two additional failures, they 
  become petrified. If they succeed a saving throw, the effect 
  ends. Your petrification can be removed by the Greater 
  Restoration spell or similar magic.  
  Once you use this ability, you can't use it again until you 
  finish a long rest. 
   
  
   
  Old Gus’ Errata: Plants and Oddities 
  17 
   
  Illustration by Vanessa Rossek 
  ULSANYA 
  THE UNCOMFORTABLE TRUTH 
  There are individuals whose ancestry includes both elves 
  and orcs, a union shunned by some elves, who named 
  them ulsanya, literally “uncomfortable truth”. 
  Bearing the lithe frame of an elf and muscular strength 
  of an orc, ulsanya children grow up delighting in their 
  capable bodies. Most begin walking within a year, and 
  many are accomplished athletes by the time they are 
  seven years of age. 
  Ulsanya tend to be passionate, competitive, ambitious, 
  and move through their daily lives with an unparalled 
  sense of urgency. Some find worthy causes to pledge 
  themselves to, and others dedicate their lives to their 
  own pursuits. 
   
  Additional Feats for Ulsanya 
  Dungeon Masters are encouraged to make the Elven 
  Accuracy, Orcish Fury and Prodigy feats available to Ulsanya. 
   
  ULSANYA RACIAL TRAITS 
  Ability Scores. Your Strength, Dexterity, and one 
  ability score of your choice increases by 1. 
  Age. Ulsana reach adulthood at around 15 years and 
  live an average of 100 years. 
  Alignment. Ulsanya are passionate and driven, and 
  might fervently adopt or rebel against the society they 
  are born into. 
  Size and Speed. Ulsanya have a similar stature to that 
  of humans. Your size is Medium. You have a movement 
  speed of 35 feet. 
  Languages. You can speak, read and write Common 
  and one additional language, choosing from Elvish or 
  Orcish.  
  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 cannot see color in darkness. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can't put you to sleep. 
  Cantrip. You know one cantrip of your choice from the 
  druid spell list. Wisdom is your spellcasting ability for it. 
  Weapon Training. You are proficient with two martial 
  weapons of your choice. 
  Bodily Mastery. You are proficient in the Athletics or 
  Acrobatics skill. Difficult terrain due to plants, bushes or 
  rocky terrain does not hinder your movement. 
   
   
  Illustration by Daniel Denova 
  
   
  Old Gus’ Errata: Plants and Oddities 
  18 
   
  YETIFOLK 
  COLD HANDS, WARM HEARTS 
  Hardy and reclusive, most yeti prefer to patrol the same 
  forested mountains or snowy mountain peaks, and 
  almost all yeti prefer a life of near-total solitude. They are 
  tall, hirsute creatures, covered in fur. Some have 
  decorative horns atop their heads. 
  Yeti form tight-knit family groups only for a short time 
  and for a singular purpose: to rear their young, which are 
  almost always single births. There is almost no 
  substance known that is more nutritious than the blue 
  milk of a nursing yeti, and infant yeti reared on the stuff 
  grow so quickly than in a few short years, the trio 
  separate and each goes their own way. After rearing or 
  losing a child, most yeti wait at two or three decades 
  before starting a new family. 
  YETIFOLK RACIAL TRAITS 
  Ability Scores. Your Strength and Wisdom scores 
  increase by 1. 
  Age. Yeti reach adulthood at around 4 years and live 
  an average of 200 years. 
  Alignment. A life of elected solitude leads most yeti 
  toward neutral alignments. Some welcome or even aid 
  travelers through the peaks, glad of the company for 
  short stints. A few evil yeti enjoy actively preying upon 
  those less well adapted to their home climate. 
  Size and Speed. Yeti are between 7 and 8 feet tall and 
  weigh between 300 and 400 pounds. Your size is 
  Medium. 
  Languages. You can speak, read and write Common 
  and Primordial.  
  Peakvision. You can see in dim light within 30 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You cannot see color in darkness. Your vision 
  is also unobscured for 30 feet in fog, snow or sleet. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Peak Performance. You have resistance to cold 
  damage, and difficult terrain due to snow or ice does not 
  hinder your movement. You're acclimated to high 
  altitude, including elevations above 20,000 feet. You're 
  also naturally adapted to cold climates, as described in 
  chapter 5 of the Dungeon Master's Guide.   
  Subrace. Choose one of the following subraces: Yeti, 
  or Sasquatch. 
   
  Illustration by Jon Neimeister 
  Yeti 
  Yeti make their homes in shallow caves. Their fur is 
  white, and they use the most inhospitable peaks they can 
  survive in to stay hidden away from others. 
   
  Ability Scores. Your Constitution score increases by 1. 
  Yeti Magic. You know the Frostbite XGE cantrip. When 
  you reach 3rd level, you can cast the Ice Knife XGE spell 
  once as a 2nd-level spell; you must finish a long rest in 
  order to cast the spell again using this trait. Wisdom is 
  your spellcasting ability for these spells. 
  Sasquatch 
  Sasquatch are yeti who have left the peaks and made 
  their homes in boreal forests. Their fur is brown. They 
  are strict vegetarians, and have a great love for the 
  creatures of the forests. More commonly seen, but less 
  numerous, they are generally bashful creatures who 
  vanish without warning once they realize they have been 
  observed. 
   
  Ability Scores. Your Wisdom score increases by 1. 
  Sasquatch Magic. You know the Druidcraft cantrip. 
  When you reach 3rd level, you can cast the Pass Without 
  Trace spell once, you must finish a long rest in order to 
  cast the spell again using this trait. Wisdom is your 
  spellcasting ability for these spells. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus Errata, Plantfolk and Other Oddities v1.04.pdf