TEXT: Additional player races
  for the world’s greatest roleplaying game
  Additional player races
  for the world’s greatest roleplaying game
  Plantfolk, Undead,
  and Other Oddities
  Old Gus’ Errata:
  Plantfolk, Undead,
  and Other Oddities
  Old Gus’ Errata:
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities, v1.23 
  (September 9, 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. This is unofficial Fan Content permitted under the 
  Fan Content Policy. Not approved/endorsed by Wizards. 
  Portions of the materials used are property of Wizards of the 
  Coast LLC.  
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Valentina Mulatero, 
  https://www.artstation.com/valentinamulatero  
   
  Special Thanks: 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 
   
  Updates to this material, and more of  
  Old Gus’ Errata are available online: 
   
   
  Beastfolk 
  Expanding on the aaracockra, lizardfolk, tabaxi, tortles! 
  Fey Folk 
  A collection of races direct from the Feywild! 
  Heroes of the Multiverse 
  New class archetypes, a faerie class, a battle chef prestige 
  class, dozens of new spells, familiars and more! 
  Tales from the Weird West 
  New races, gun-slinging classes, backgrounds, feats, as well 
  as rules for firearms, explosives and ropes! Also, a monster 
  manual with dozens of new creatures and cryptids! 
  TABLE OF CONTENTS 
  Plantfolk 
  Under the Sun .............................................................. 3 
  Drosera .................................................................................. 4 
  Gwaloth.................................................................................. 5 
  Elowarin ................................................................................ 6 
  Myconids ............................................................................... 7 
  Tan’Dalu ................................................................................ 8 
  Awakened Undead 
  Dead Like Me ................................................................ 9 
  Bound Spirits ..................................................................... 10 
  Ghouls .................................................................................. 11 
  Mummies ............................................................................. 12 
  Skeletons ............................................................................. 13 
  Wights .................................................................................. 14 
  Zombies ............................................................................... 15 
  Oddities 
  Corners of Existence ................................................. 16 
  Fejervar ................................................................................ 17 
  Harpies................................................................................. 18 
  Ikwiikwii .............................................................................. 19 
  Kol’ksu ................................................................................. 20 
  Kumon ................................................................................. 21 
  Rakshasas ........................................................................... 22 
  Stheno .................................................................................. 24 
  Ulsanya ................................................................................ 25 
  Yetifolk ................................................................................. 26 
   
  Spells appear in the Player’s Handbook on page 211.  
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
   
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  3 
   
  Illustration by Sandra Duchiewicz 
  UNDER THE SUN 
  AT THE HEART OF 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 dwelling is grown, not constructed, part of an 
  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.  
  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  
  Ertaç Altınöz, https://www.artstation.com/ertacaltinoz  
  Guillem H. Pongiluppi, https://www.artstation.com/guillemhp  
  Igor Golyuk, https://www.deviantart.com/chernigiv  
  James Olley, https://www.deviantart.com/james-olley  
  Jan Pospisil, https://www.deviantart.com/merlkir  
  Jason Nguyen, https://www.deviantart.com/jasontn  
  Jean-Guilhem Barguès, https://www.artstation.com/chillpill 
  Jon Neimeister, https://www.deviantart.com/andantonius  
  Kristy, https://www.deviantart.com/the-invetro  
  Marius Siergiejew, https://www.artstation.com/noistromo  
  Nathan Park, https://www.deviantart.com/nathanparkart  
  R.K. Post, https://www.deviantart.com/postrk  
  Rich Carey, https://www.artstation.com/richardcareylol  
  Sandra Duchiewicz, https://www.artstation.com/telthona  
  Son Trinh, https://www.deviantart.com/ber-yaourt  
  Uriak, https://www.deviantart.com/uriak  
  Vanessa Rossek, https://www.artstation.com/rootyful  
  Viktor Titov, https://www.artstation.com/viktortitov  
   
   
   
   
   
   
  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 any spell or 
  ability that would deal necrotic damage to you, and have 
  resistance to necrotic damage. 
   
  There are more plant races available! 
  Additional fey plant races, including the dryad and olassi 
  (with four subraces inspired by flowers, cacti, swamp vines, 
  and mushrooms) appear in Old Gus’ Errata: Fey Folk. 
   
   
   
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
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  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 base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
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  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 base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
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  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 base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
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  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 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 base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
  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 base walking 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 its 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: Plantfolk, Undead and Other Oddities – v1.23 
  9 
   
  Illustration by Jean-Guilhem Barguès 
   
  DEAD LIKE ME 
  Unlife is nothing to envy: while you may have more time 
  than you had in life, it holds none of life’s sweetness. The 
  lilies of the field do not smell, food has no taste, and even 
  friendship itself, being a rare and valuable commodity in 
  life, is more difficult to come by in unlife by an order of 
  magnitude than it was in life. 
  Folk fear few things more than death, but undeath is 
  certainly one of them. Despised, undead are anathema in 
  most corners of the world, and are slain or driven out by 
  extreme prejudice. Indeed, no small numbers of clerics 
  and some paladins spent good portions of their lives 
  keeping the essences of undeath at bay.  
  UNDEAD AWAKENING 
  While most undead are raised by and in service of 
  necromancers, liches or other powerful forces, some are 
  simply victims of circumstance. These precious few 
  individuals retain more of their former selves than their 
  typically mindless brethren, and it is they who are 
  presented herein for your consideration.  
   
  Sure, they’re dead, but they’re still people, kid. 
  Try and have a heart, would you? 
  ~Old Gus 
   
   
  Notes for DMs on Undead Player Characters 
  Allowing a player to be a creature that is not a humanoid 
  creature poses significant challenges for inexperienced 
  Dungeon Masters. Here are a few common considerations: 
  • Undead are not alive, making them immune to poison. 
  Most do not need to eat, sleep or drink.  
  • Immunity to fear has been intentionally omitted from 
  these awakened undead races. The exact rules governing 
  death, resurrection, and undeath are left to the DM to 
  determine.  
  • Most folk fear and despise undead, and would seek to 
  drive them out or destroy them once they recognize their 
  nature. Undead are immune to common spells like charm 
  person and hold person. Experienced spellcasters who cast 
  such spells might recognize why the spell failed.  
  • Review the game’s spells thoroughly! The efficacy of spells, 
  abilities and items that restore hit points, such as healing 
  potions (or the availability of alternatives that would perform 
  similar functions for undead) is determined by the DM. For 
  example: “When an undead creature casts a spell that 
  restores hit points, such as Cure Wounds or Healing Word, 
  the spell bypasses the restriction on targeting undead 
  creatures.” 
  • Review the abilities of the cleric and paladin classes, as 
  well as spells that affect undead when preparing challenges 
  for undead characters. New spells provided in Old Gus’ 
  Errata: Heroes of the Multiverse might be useful for 
  disguising undeath, preventing turning, and more! 
   
   
  
   
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  10 
   
  Illustration by Guillem H. Pongiluppi 
  BOUND SPIRITS 
  UNFINISHED BUSINESS 
  Long after their remains have turned to dust, the spirit of 
  an individual can linger still. There are as many reasons 
  for a ghost to haunt the world as there are folk in it. 
  Ghosts are forcibly tied to the material plane by deep 
  magic and are only able to move on when their 
  unfinished business is concluded. Most ghosts awaken 
  confused, and must discover what it is that holds their 
  attachment to the world of the living, as if discovering a 
  final piece of themselves that they must confront before 
  entering the next phase of their existence.  
  Ghosts retain their general appearance as it was in life, 
  although those who knew them often have difficulty 
  recognizing them (much to the ghost’s frustration). They 
  also retain all of their memories– and these, perhaps all 
  too well, for as the years go by with their business 
  unconcluded, they begin to have difficulty forming new 
  memories, or relating to a world that drifts further from 
  their own time. These ghosts spend more and more time 
  in the endless fog of the Ethereal Plane. These spirits 
  become haunts and specters, appearing only when the 
  world of the living presents a mirror for them to find 
  something familiar in. These unfortunate souls must rely 
  on others to conclude their unfinished business for them, 
  or they are lost in ethereal fog for all time, which many 
  would rightly consider a fate worse than what death had 
  promised them. 
  BOUND SPIRIT RACIAL TRAITS 
  Ability Score Increase. Your Wisdom score increases 
  by 2, and one other ability score of your choice increases 
  by 1. 
  Age. Bound spirits do not age, and can persist 
  indefinitely until they are dispersed. 
  Alignment. Bound spirits share the alignment of their 
  living self at first, although that may change over time. 
  Size. Bound spirits can be of most any race before they 
  died. Your size is Medium or Small. 
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read and write any 
  languages you knew in life. 
  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. 
  Ethereal Sight. While upon the material plane, you 
  can see into the ethereal plane up to a distance of 30 
  feet, and vice-versa. 
  Ethereal Jaunt. As a bonus action, you enter the 
  Ethereal Plane. At the end of your next turn, return to 
  the plane you originated from in the spot you currently 
  occupy. If you occupy the same spot as a solid object or 
  creature when this happens, you are immediately 
  shunted to the nearest unoccupied space that you can 
  occupy and take force damage equal to twice the number 
  of feet you are moved. You can use this trait twice, and 
  regain expended uses of it when you complete long rest.  
  Ethereal Rest. As an action, must use your action to 
  become inert, entering the ethereal plane to complete a 
  short or long rest. While inert you enter deeper into the 
  Ethereal Plane, and are completely unaware of the 
  goings-on of other planes. You cannot leave your inert 
  state of your own volition until the required duration of 
  your short or long rest has passed.  
  Speak with Dead. You can cast the Speak with Dead 
  spell once and regain the ability to so do when you finish 
  a short rest. If you cast the spell during a short or long 
  rest, you can make a Wisdom (Insight) check to speak 
  with a deceased soul of your choice that is also upon the 
  Ethereal Plane. The difficulty of the check is determined 
  by the Dungeon Master, and might include such factors 
  as where you entered the Ethereal Plane from, your 
  familiarity with the individual, or the availability of the 
  individual’s spirit. 
  Ghostly Nature. You cannot be charmed, or become 
  exhausted. You are immune to poison damage, and you 
  can't be poisoned. You don't require air, food, drink, or 
  sleep. If your ghost dies, your essence is irrevocably 
  dispersed, and you are unable to be resurrected. 
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  11 
   
  Illustration by Marius Siergiejew 
  GHOULS 
  ENVY AND GREED 
  Ghouls are undead borne to unlife through envy and 
  greed, and they are consumed with desire for all the 
  things they never have attained in life, usually wealth. 
  While most ghouls lack the ambition to rise above mere 
  graverobbing and feasting upon the recently deceased 
  (or even the occasional gravedigger), some recall their 
  unmet ambitions in more detail, and become obsessed 
  with them.  
  Ghouls that maintain their unlife long enough can 
  become ghasts, re-growing much of their lost skin, 
  rotted-out organs, and regaining much of their former 
  appearance, although their hollow eyes, monstrous teeth, 
  long tongues and fearsome nails will eventually give 
  them away. Ghasts also gain the ability to emit a foul 
  stench, and to rally other undead in the face of clerics 
  and paladins. 
  Ghouls enjoy the taste of rotting flesh and will horde 
  pieces of individuals they found to be particularly tasty, 
  savoring them as they rot, as if they were so much fine 
  cheese. 
  GHOUL RACIAL TRAITS 
  Ability Score Increase. Your Dexterity score 
  increases by 2, and your Wisdom score increases by 1. 
  Age. Ghouls do not age, but they do break. They can 
  endure unlife indefinitely. 
  Alignment. Due to their insatiable greed, ghouls are 
  generally of evil alignments. 
  Size. Ghouls can be of most any race before they died. 
  Your size is Medium or Small. 
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read and write, the 
  languages you knew in life 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 can't discern color in darkness, only 
  shades of gray. 
  Ghoulish Claws. You are proficient with your 
  unarmed strikes, which deal 1d6 slashing damage on a 
  hit.  
  Paralyzing Strike. When you hit a humanoid or beast 
  with your claws, you can force the target to make a DC 
  Constitution saving throw DC 8 + your proficiency bonus 
  + your Wisdom modifier. If the creature fails its saving 
  throw, it is paralyzed for up to 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. Elves succeed 
  this saving throw automatically. Once you use this trait, 
  you can’t use it again until you complete a long rest. 
  Ghoulish Nature. You are immune to poison damage 
  and can’t be poisoned. You must maintain a diet of 
  rotting flesh (at least 72 hours after death), in equal 
  portion to the amount of food a living member of your 
  original race would require. Your muscles require the 
  same amount of rest that your original race would in 
  order to stave off exhaustion.  
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  Racial Feat: Ghastly Power 
  Prerequisite: Ghoul, 8th Level 
  Your abyssal powers grow, and you gain the following 
  benefits:  
  • Ghastly Stench. You can cast the Stinking Cloud spell once. 
  Wisdom is your spellcasting ability for the spell. Once you 
  cast the spell, you can't cast it again with this trait until you 
  finish a short or long rest. 
  • Turn Defiance. As a reaction, you emanate an aura of 
  defiance, granting you and undead creatures of your choice 
  within 30 feet of you advantage on saving throws against 
  effects that turn undead. You can use this feature twice, and 
  regain expended uses of it when you complete a long rest. 
   
   
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  12 
   
  Illustration by Uriak 
  MUMMIES 
  AWAKENED TO OLD PURPOSE 
  Mummies become undead not long after their deaths, 
  but most do not awaken until a long slumber has passed. 
  The contingencies that animate them are not always up 
  to them. Most mummies are protectors and guardians, 
  meant to keep something – cursed treasure, powerful 
  artifacts, or unspeakable evils contained. Some are 
  meant only to watch over the remains of a royal family, 
  ensuring their tombs stay undisturbed. Depending on the 
  length of their slumber, an awakened mummy might find 
  themselves in a world they scarcely recognize. However, 
  the time that has passed has no effect on their 
  preservation, nor their compulsion to see the will of their 
  creators done, until what has been done has been 
  undone, at which time the mummy will resume their 
  slumber until they are called to reanimate again. 
  Mummies are strong, resilient and nearly unstoppable 
  by conventional means. They speak in a strained and 
  gravelly tone, and those who wish to hide their true 
  nature often take to wearing masks and covering as 
  much of their bodies as possible to disguise themselves.  
  MUMMY RACIAL TRAITS 
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score of increases by 1. 
  Age. Mummies do not age, nor do they decay. If they 
  maintain a diet of living flesh, they can endure unlife for 
  many years after their conversion, up to as long as the 
  lifespan of their original species. 
  Alignment. Mummies are lawful almost without 
  exception (unless they were royalty), or they share the 
  alignment of their creator. 
  Size. Mummies can be of most any race before they 
  died. Your size is Medium or Small. 
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read and write any 
  languages you knew in life. 
  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. 
  Superior Preservation. Your hit point maximum 
  increases by 1, and it increases by 1 every time you gain 
  a level. You know the Blade Ward cantrip, and can cast it 
  as a bonus action. However, you wrapping and dried 
  flesh burn readily. You are vulnerable to fire damage. 
  Strength of Will. You cannot be charmed, or become 
  exhausted. You are immune to poison damage, and you 
  can't be poisoned. You don't require air, food, drink, or 
  sleep, but must rest motionless in order to regain 
  abilities that may require a short or long rest. 
  Necrotic Resilience. You have advantage on saving 
  throws against spells or abilities that deal necrotic 
  damage, and you have resistance against necrotic 
  damage. 
  Weapon Training. You are proficient with scimitars, 
  shields and longbows. 
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  Racial Feat: Necrotic Affinity 
  Prerequisite: Mummy 
  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. 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. 
   
  
   
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  13 
   
  Illustration by Jason Nguyen 
  SKELETONS 
  FREEDOM FROM FLESH 
  Skeletons are raised by curses or necromancy, usually 
  from remains that are so old that little to no flesh or 
  organs remain upon the bones. Without the tiresome 
  requirements of the body’s incessant desire for food, 
  pleasure and excretion, most skeletons awaken to find 
  great pleasure in purpose and activity, measuring their 
  unlife in deeds and accomplishments they never would 
  have had the time or energy to accomplish while still 
  alive. 
  Skeletons make tireless laborers, and despite their 
  lack of a brain, some skeletons are shockingly intelligent, 
  able to recall things about their life and times from an 
  entirely new and detached perspective. However, 
  traditional communication is difficult without a tongue, 
  and not every skeleton manages to learn to discuss the 
  finer points of existence with anyone other than fellow 
  skeletons. These silent beings spent most of the rest of 
  their existences carrying out their tasks in relative 
  silence with only the occasional scrape or rattle of bones 
  punctuating the din of a well-kept crypt. 
  SKELETON RACIAL TRAITS 
  Ability Score Increase. Your Wisdom score increases 
  by 2, and your Intelligence increases by 1. 
  Age. Skeletons do not age, but they do break. They can 
  endure unlife for several centuries after they are raised, 
  up to three times as long as the lifespan of their original 
  species. 
  Alignment. Due to their undead nature, skeletons are 
  raised to evil alignments, but as they gain independence, 
  they often drift toward neutrality, becoming cold and 
  detached, melancholic or droll cynics. 
  Languages. You can't speak, but you can understand 
  the languages you knew in life. 
  Speed. Your base walking speed is 30 feet. 
  Languages. You can understand, read and write any 
  languages you knew in life. You can communicate 
  telepathically with other skeletons within 30 feet of you, 
  regardless of the languages you knew in life. 
  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. 
  Skeletal Nature. You are immune to poison damage, 
  and you can't be poisoned. You don't require air, food, 
  drink, or sleep, but must rest motionless in order to 
  regain abilities that may require a short or long rest. 
  Collapse. When you do rest, you collapse into a pile of 
  bones, including your worn equipment. You remain 
  aware of your surroundings, and are completely 
  indiscernible from a corpse unless divined by magical 
  means, such as paladin’s Divine Sense or the Detect 
  Good and Evil spell. You can resume your normal stance 
  and stature using your reaction. 
  Memory. You have advantage on Intelligence (History) 
  checks you make to recall events from the time period in 
  which you expired. 
  Sticks and Stones. You resist piercing and slashing 
  damage from non-magical attacks. 
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  Bag o’ Bones! 
  While the lack of a tongue inhibits a skeleton’s ability speak, 
  awakened skeletons find ways of working around this 
  limitation. 
   Spells like illusory script, message, minor illusion, 
  prestidigitation, and thaumaturgy, allow a skeleton to 
  communicate with another creature, and given time, they 
  might form a more complex and useful shorthand with such 
  individuals.  
  Rhythmic tapping of bones, or blinking patterns with 
  spells such as dancing lights or produce flame might also 
  serve as code to communicate with an ally. 
   
  
   
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  14 
   
  Illustration by Ertaç Altınöz 
  WIGHTS 
  VENGEANCE AT ANY COST 
  Wights are unique among the undead for their unique 
  ability to raise themselves, out of nothing more than an 
  exceptionally a strong compulsion for a singular 
  purpose: vengeance at any cost. Most commonly, this 
  vengeance is targeted at the individual who killed them, 
  or the person they deem responsible for their own death, 
  but it also may be sworn on behalf of someone else: a 
  parent, a lover, or a child. Unfortunately, little else tends 
  to remain of their former personality. 
  Wights are most commonly created in the wake of 
  great battles, in times of wars, or other eras of strife 
  where vengeance is a driving influence of life, and so it 
  becomes one in death. A wight that achieves their goals 
  and extracts their vengeance is freed from the curse of 
  undeath, and their soul is freed to move on to the next 
  phase of its existence.  
  Wights typically have no compunction about killing any 
  and everything that gets in between themselves and the 
  target of their vengeance, but they are not foolhardy. 
  Most look upon their task with a cold, military 
  detachment, planning ahead and ensuring their victories, 
  making them ideal commanders for other undead to 
  follow. 
  WIGHT RACIAL TRAITS 
  Ability Score Increase. Your Constitution, 
  Intelligence and Wisdom scores increase by 1. 
  Age. Wights do not age, and their flesh does not decay. 
  They can endure unlife indefinitely after they are raised. 
  Alignment. Wights are invariably of evil alignments. 
  Size. Wights can be of most any race before they died. 
  Your size is Medium or Small. 
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read and write any 
  languages you knew in life. 
  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. 
  Sense Mortality. The presence of living creatures 
  registers on your senses like a noxious odor. As an 
  action, you can open your awareness to detect life force. 
  Until the end of your next turn, you know the location of 
  any beast, dragon, elemental, fey, humanoid, giant or 
  monstrosity within 60 feet of you that is not behind total 
  cover. You know the type of any being whose presence 
  you sense, but not its identity (Lord Bartholomew Van 
  Der Woodsen, for instance). Within the same radius, you 
  also detect the presence of any place or object that has 
  been consecrated or desecrated, as with the hallow spell. 
  Once you use this trait, you must complete a short or 
  long rest before you use it again. 
  Life Drain. When you hit a humanoid with a melee 
  weapon attack, you can use a bonus action to force the 
  target to make a Constitution saving throw DC 8 + your 
  proficiency bonus + your Constitution modifier. If they 
  fail, they take a number of d6s equal to your proficiency 
  bonus as necrotic damage. If they succeed, they take half 
  the amount. You gain half the amount of necrotic 
  damage dealt as temporary hit points. Once you use this 
  trait, you can’t do so again until you finish a long rest. 
  Wight Nature. You are immune to poison damage and 
  exhaustion, and you can't be poisoned. You don't require 
  air, food, drink, or sleep, but must rest motionless in 
  order to regain abilities that may require a short or long 
  rest. 
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  Racial Feat: Rise, and Serve! 
  Prerequisite: Wight 
  Your Charisma score increases by 1. 
  Additionally, humanoid that fails its saving throw against 
  and is slain by your Life Drain rises 1 minute later as a 
  zombie under your control as if you had created it with the 
  animate dead spell. You can use this trait to reassert control 
  over a raised zombie as required by the spell. 
   
  
   
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  15 
   
  Illustration by Antarctic Spring 
  ZOMBIES 
  THE LIVING DEAD 
  Zombies are most commonly raised by necromancy or 
  alchemy gone awry. When a zombie devours their meals, 
  they gain only sustenance, and no pleasure from it, and 
  no matter how ravenously devoured, the flesh of the 
  living tastes only of ash and filth. Awakened zombies go 
  to lengths to spice or salt their food, stimulating their 
  decaying taste buds any way they can. If a zombie 
  indulges in their forbidden hunger and eats the brains of 
  another creature, they can experience life as the living do 
  for a short time. Most zombies become addicted to these 
  visions, losing their former selves to them. 
  Most spend their short un-lives in service to their 
  creators, but a few overcome their insatiable hunger long 
  enough to remember something of their former lives. 
  Awakened zombies retain some of their personality and 
  experiences, and remember parts of their life as a fuzzy 
  dream of conflicting messages, feelings and emotions.  
  ZOMBIE RACIAL TRAITS 
  Ability Score Increase. Your Constitution score 
  increases by 2, and one ability score of your choice 
  increases by 1. 
  Age. Zombies do not age, but they do decay. If they 
  maintain a diet of living flesh, they can endure unlife for 
  many years after their conversion, up to as long as the 
  lifespan of their original species. 
  Alignment. Due to their undead nature and insatiable 
  appetite, zombies tend to drift toward evil alignments 
  over the course of their tortured existence. 
  Size. Zombies can be of most any race before they 
  died. Your size is Medium or Small. 
  Speed. Your base walking speed is 25 feet. 
  Languages. You can speak, read and write any 
  languages you knew in life. 
  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. 
  Living Dead. You are immune to poison damage and 
  can’t be poisoned. You must maintain a diet of living or 
  freshly dead flesh (within 1 minute of death), in equal 
  portion to the amount of food a living member of your 
  original race would require. Your muscles require the 
  same amount of rest that your original race would in 
  order to stave off exhaustion.  
  Remnants of a Life Lost. You can select one racial 
  trait from your original race of your choice. 
  Thought for Food. If you devour at least one mouthful 
  of brain from a deceased creature, for the next 24 hours, 
  you can experience memories of their life as if you had 
  cast the Detect Thoughts spell upon the creature. The 
  target creature does not make a saving throw, and you 
  experience a memory of theirs as a vision from their own 
  perspective. The nature of the vision is determined by 
  the Dungeon Master. Once you use this trait, you can’t 
  use it again until you finish a short rest. 
  Undead Fortitude. When you succeed a death saving 
  throw, you can immediately gain 1 hit point. Once you 
  use this trait, you can’t use it again until you finish a long 
  rest. 
  Undead Nature. Your creature type is undead instead 
  of humanoid.  
   
  Racial Feat: Back from the Dead 
  Prerequisite: Zombie 
  Your Constitution score increases by 1. 
  Additionally, when you regain a hit point due to your 
  Undead Fortitude, you can immediately spend hit dice, up to 
  a number equal to your proficiency bonus. 
   
  
   
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  16 
   
  Illustration by Igor Golyuk 
   
  CORNERS OF EXISTENCE 
  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. 
   
   
   
  
   
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  17 
   
  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 base walking 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. 
  
   
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  Illustration by Nathan Park 
  HARPIES 
  AGENTS OF ERINYES 
  Harpies are monstrous humanoids, with long, sharp 
  talons that resemble those of birds of prey on their hands 
  and feet, and a pair of broad wings sprouting from their 
  shoulders. For centuries, harpies have served the erinyes 
  as their agents upon the Material Plane, delivering 
  unfortunate souls to them and from there, onto the nine 
  hells. They live in groups known as convocations, where 
  they compete among one another for prestige and power. 
  Not all harpies serve fiends, however— some live 
  peacefully with their convocation usually led by its eldest 
  members, and some prefer live in solitude, adopting a 
  mountain pass or forest glade as their personal nesting 
  ground, and protecting it from intruders. 
  Harpies are always female, and may mate with males 
  of most any humanoid race to produce harpy offspring. 
  Evil harpies will devour their mates, but all dedicate 
  long, solitary months of protecting their eggs from 
  giants, other rival harpies, or anyone else who might 
  threaten their legacy. They are tender mothers, and take 
  great care instilling their children with the knowledge 
  and cunning they will need to survive.  
  HARPY RACIAL TRAITS 
  Ability Score Increase. Your Dexterity score 
  increases by 2, and your Charisma score increases by 1. 
  Age. Harpies reach maturity in their late teens and live 
  up to a century. 
  Alignment. Harpies tend toward chaos and evil, but 
  those who have left fiendish service might have adopted 
  other alignments.  
  Size. Harpies vary widely in height and build, from 
  barely 5 feet to well over 6 feet tall. Regardless of your 
  position in that range, your size is Medium. 
  Speed. Your base walking speed is 25 feet.  
  Languages. You can speak, read and write Common. 
  Flight. You have a pair of broad, eagle-like wings that 
  sprout from your shoulders. When you aren’t wearing 
  medium or heavy armor, you have a flying speed of 40 
  feet. 
  Talons. The eagle-like talons on your feet 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. 
  Luring Song. You can use you action to sing a magical 
  melody at one humanoid or giant within 120 feet of you 
  that you can see and that can hear you. The target must 
  succeed on a Wisdom saving throw DC 8 + your 
  proficiency bonus + your Charisma modifier or be 
  charmed for up to 1 minute. On each of your turns, you 
  must use a bonus action to continue singing, but you can 
  stop singing at any time. The song ends if you are 
  incapacitated. 
  While charmed by your song, a target is incapacitated 
  and has disadvantage on Wisdom (Perception) checks 
  made to perceive any creature other than you until the 
  song ends or until it can no longer see or hear you. If the 
  charmed target is more than 5 ft. away from you, it must 
  move on its turn toward you by the most direct route. It 
  doesn't avoid opportunity attacks, but before moving into 
  damaging terrain, such as lava or a pit, and whenever it 
  takes damage from a source other than the you, a target 
  can repeat the saving throw. The target can also repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on success. 
  Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Hybrid Nature. Your creature type is monstrosity in 
  addition to humanoid.  
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  19 
   
  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: Plantfolk, Undead and Other Oddities – v1.23 
  20 
   
  Illustration by James Olley 
  KOL’KSU 
  WATER GOBLINS 
  Kol’ksu are a race of amphibious goblinoids. Their 
  webbed feet and hands make them excellent swimmers, 
  and gill slits on their necks allow them to breathe 
  comfortably above and below the surface of the water.  
  They live in shoals one to two dozen, making their 
  homes in underground caverns with a few scattered air 
  pockets, and populating the area with natural defenses. 
  A kol’ksu enclave is often defended by predatory fish, 
  strategically placed urchins, and stinging anemone or 
  jellyfish. Few kol’ksu venture far from shorelines, and 
  they prefer wetlands on inlets with salty marshes where 
  they can explore shorelines in relative cover, ambushing 
  their prey and dragging the remains below the surface 
  where it it is then shared among the members of their 
  shoal. 
  Kol’ksu are a resourceful people, and let nothing go to 
  waste, fashioning weapons from cartilage and bone, and 
  strong nets made of sinew. 
  Most kol’ksu despite the sahuagin, and the feeling is 
  mutual, as sahuagin will occasionally make slaves of 
  their kind or send sharks to torment their enclaves. 
  KOL’KSU RACIAL TRAITS 
  Ability Score Increase. Your Constitution score 
  increases by 2, and your Dexterity score increases by 1. 
  Age. Kol’ksu reach adulthood at 8 years, and live up to 
  60 years. 
  Alignment. Kol'ksu are typically lawful evil, serving 
  their shoal however they can. A few kol'ksu might tend 
  toward good or neutrality, but only rarely. 
  Size. Kol’ksu are slightly taller than most goblins, 
  standing between 3 and a half and 4 feet tall and weigh 
  between 50 and 85 pounds. Your size is Small. 
  Speed. You have a base walking speed of 25 feet. 
  Amphibious. You have a swimming speed of 30 feet, 
  and you can breathe air and water. 
  Languages. You can speak, read and write Common 
  and Goblin. 
  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. 
  Ambusher. You can take the Hide action as a bonus 
  action on each of your turns. 
  Fury of the Small. When you damage a creature with 
  an attack or a spell and the creature's size is larger than 
  yours, you can cause the attack or spell to deal extra 
  damage to the creature. The extra damage equals your 
  level. Once you use this trait, you can't use it again until 
  you finish a short or long rest. 
  Kol'ksu Training. You have proficiency with the spear 
  and net. 
   
  Racial Feat: Blood Frenzy 
  Prerequisite: Kol’ksu 
  Your Strength, Dexterity or Wisdom score increases by 1. 
  As a bonus action, you enter a blood frenzy for 1 minute. 
  For the duration, you have advantage on attack rolls you 
  make against any creature that doesn’t have all its hit points, 
  provided the target is not an undead or construct.  
  Once you use this ability, you can’t use it again until you 
  complete a long rest. 
   
  
   
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities – v1.23 
  21 
   
  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 base walking 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 a bonus 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. You ignore movement restrictions caused by 
  webbing. Once you reach 3rd level, you can cast the web 
  spell once, and 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, 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: Plantfolk, Undead and Other Oddities – v1.23 
  22 
   
  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 base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
  23 
  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: Plantfolk, Undead and Other Oddities – v1.23 
  24 
   
  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 reflects 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. Stheno have a similar stature to humans. Your 
  size is Medium.  
  Speed. You have a base walking 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 to 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 Constitution 
  modifier. 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: Plantfolk, Undead and Other Oddities – v1.23 
  25 
   
  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 unparalleled 
  sense of urgency. Some find worthy causes to pledge 
  themselves to, and others dedicate their lives to their 
  own pursuits. 
   
  Racial 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. Ulsanya have a similar stature to that of humans. 
  Your size is Medium.  
  Speed. You have a base walking 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: Plantfolk, Undead and Other Oddities – v1.23 
  26 
   
  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. Yeti are between 7 and 8 feet tall and weigh 
  between 300 and 400 pounds. Your size is Medium. 
  Speed. You have a base walking speed of 30 feet. 
  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 - Plantfolk, Undead and Other Oddities v1.23.pdf