Monster Compendium (3.5e Sourcebook)/Races

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 3.5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Intentionally overpowered.


Chapter One: Races[edit]

Why this exists[edit]

Anyone that has decided to start using tome variants quickly discovers that the feat system has off balanced the level adjustments for most creatures in the 3.5 dungeons and dragons setting. While a few races are covered in the various books they are by no means an extensive collection of the various playable races that are available through the Monster Manual or the various source books.

Aasimars[edit]

Also see the aasimar creature listing.

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Astral Deva[edit]

Azers[edit]

Also see the azer creature listing.

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper.

Blues[edit]

Also see the blue creature listing.

Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

Bugbears[edit]

Also see the bugbear creature listing.

Centaurs[edit]

Also see the centaur creature listing.

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.

Doppelgangers[edit]

Also see the doppelganger creature listing.

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

In its natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.

Dromites[edit]

Also see the dromite creature listing.

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

  • +2 Charisma, –2 Strength, –2 Wisdom
  • Monstrous Humanoid (Psionic): Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Dromite base land speed is 20 feet.
  • Weapon and Armor Proficiency: A dromite is automatically proficient with the longsword, all simple weapons, light armor, and shields.
  • Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
  • Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
  • Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
  • Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
  • Automatic Language: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
  • Favored Class: [Psionic].
  • Level Adjustment: +0.

Duergar[edit]

Also see the duergar creature listing.

Sometimes called gray dwarves, these evil beings dwell in the underground.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

  • +2 Constitution, –4 Charisma.
  • Humanoid (Dwarf)
  • Humanoid (Dwarf, Psionic): Only psionic duergar have the SRD:Psionic Subtype.
  • Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
  • Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 120 feet.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like effects.
  • Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Standard duergar have the following traits:
  • Psionic duergar instead have the following traits:
    • Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
    • Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
  • Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: [Combat].
  • Level Adjustment: +0.

Drow[edit]

Also see the elf creature listing.

Also known as dark elves, drow are a depraved and evil subterranean offshoot.

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Gargoyles[edit]

Also see the gargoyle creature listing.

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

Gnolls[edit]

Also see the gnoll creature listing.

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.

Grimlocks[edit]

Also see the grimlock creature listing.

Half-Giants[edit]

Also see the half-giant creature listing.

Half-Orc[edit]

Half-Orcs are, as the name implies, orc and human cross breeds. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Hill Giants[edit]

Also see the hill giant creature listing.

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

Hobgoblins[edit]

Also see the hobgoblin creature listing.

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.

Hound Archons[edit]

Also see the hound archon creature listing.

Hound archons look like well-muscled humans with canine heads.

Jann[edit]

Also see the janni creature listing.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.

Lizardfolk[edit]

Also see the lizardfolk creature listing.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Minotaurs[edit]

Also see the minotaur creature listing.

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

Ogres[edit]

Also see the ogre creature listing.

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogre Mages[edit]

Also see the ogre mage creature listing.

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Pixies[edit]

Also see the pixie creature listing.

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.

A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.

Rakshasas[edit]

Also see the rakshasa creature listing.

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Satyrs[edit]

Also see the satyr creature listing.

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.

Stone Giants[edit]

Also see the stone giant creature listing.

Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.

Svirfneblin[edit]

Also see the gnome creature listing.

Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.

A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.

  • +2 Dexterity, +2 Wisdom, -2 Charisma.
  • Humanoid (Gnome)
  • Small: As a Small creature, a svirfneblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Svirfneblin base land speed is 20 feet.
  • Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Darkvision out to 120 feet.
  • Low-Light Vision: A svirfneblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Spell resistance equal to 11 + class levels.
  • Weapon Familiarity: Svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
  • +2 racial bonus on all saving throws.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against all creatures. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • +2 racial bonus on Hide checks, which improves to +4 underground.
  • Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran.
  • Spell-Like Abilities: 1/day—blindness/deafness, blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier.
  • Favored Class: [Physical]
  • Level Adjustment: +1

Tieflings[edit]

Also see the tiefling creature listing.

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Troglodytes[edit]

Also see the troglodyte creature listing.

A troglodyte stands about 5 feet tall and weighs about 150 pounds.

Trolls[edit]

Also see the troll creature listing.

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.


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