Alaghi (5e Race)

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A peaceful nomadic race of fur covered humanoids who are descendant from Yetis.

Physical Description[edit]

Alaghi resemble large fur-covered humanoids, with large hands and feet and arms that reach to their knees. Depending on the clan, Alaghi have more distinct characteristics...

Pinefoot: Pinefoot Alaghi have long shaggy fur that comes in many different shades of brown, blacks, whites, and sometimes redder hues. They have much thicker and bigger hands in comparison to the Snowfoot, and tend to also have larger feet as well. The Pinefoot tend not to have horns like the Snowfoot do, but with age they're known to sprout albeit being much thinner and longer.

Snowfoot: Snowfoot Alaghi have a much thicker hide and denser fur. Their fur is almost exclusively white, with speckles of blue and grey depending on the climate. They have a much stouter nose and tend to be taller than the Pinefoot. Their noses are also larger in comparison to the Pinefoot due to the air being much thinner in tundras and the snowy peaks. Their horns often curl, resembling a goat or ram, and are much thicker compared to the Pinefoot.

Depicted is an Elder Snowfoot Alaghi. (Art credit goes to Saumen Kars)


Long ago, a yeti tired of its wintery solace. It abandoned its cave and home and tried integrating into the larger society down below. Adventurers attacked and chased it back into the forest. Its injuries were intense and fatal, it ran as far as it could before collapsing on the forest floor. The light dusting of snow over the forest roof did little to stifle its cries. It beseeched the gods that it no longer believed in for a miracle that never came. After all, a monster is a monster. Its vision was darkening and its cries weakened, but just before it lost consciousness, it saw someone emerging from the forest... a lumberjack. Later, the Yeti awoke in the lumberjack's home, bandaged and dazed. The lumberjack took care of the Yeti until it was fully healed, and miraculously in those months, fell in love. The yeti's name was Tengboche, and the lumberjack saw how not all monstrous creatures are monsters. It is a sappy story, but the point of it was Tengboche and the lumberjack had six children. It was then that Tengboche was approached by the goblin lord Maglubiyet, saying he had answered her call. At this point it had been years since she called, and she was furious. She roared and struck Maglubiyet, to which he killed her. The lumberjack and the children were distraught and cries for seven suns and seven moons until the earth around them shook and took Tengboches body into its depths.

When Tengboche was slain, she found herself not in any afterlife, but in a resplendent form. Half made of the flesh she recognized, half made of snow and earth. Tengboche is rumoured to have returned to the lumberjack, and lives with him on a mountain higher than all else. Their children thrived in her absence. With divine intervention they were able to mingle with other yetis and humans, creating a thousand different families of this new race. When the larger human population found them however, they hunted them. Many died, but one of the original children, Alag Hi, gave their life so that the race could retreat safely deep into the forests. They were ever known as the Alaghi from that point forward to honour their bravery and sacrifice. In the retreat, the Alaghi were separated by a great storm. Half ran deeper into the forest, braving the storm head on. The other half retreated to the mountains, deciding it wasn't worth the risk. These two groups then became the two clans we know today, Pinefoot and Snowfoot. Many Alaghi still worship Tengboche and preform many rituals for her such as making stone circles or cave paintings. The most common way of worship is meditation, which many Alaghi still do before sleeping, despite some not remembering why they do it.


Living semi-nomadic lifestyles, the Alaghi tend to stray far away from large civilizations. They prefer living either completely out of sight or just on the fringes of humanities grasp. Rarely do you ever see an Alaghi clan in one place for more than a week at a time, as they prefer to keep hidden and leave no trace on the world they hold so dear. The ones that do settle in a given area often become rather greedy and sometimes aggressive. These sedentary Alaghi often lose a lot of respect for nature and become detached from the gods.

Alaghi clans are never very big, often just consisting of a family or two. They raise their young with care and when they come of age, are expected to leave the clan at weeks end to either return with outside experience or join a new clan. The snowfoot teach their young with pilfered texts and artifacts they're come across, warning about the dangers of the world. The pinefoot also teach their young but in a very different manner. Due to the Alaghi preferring to live in caves or small huts, the pinefoot draw tales of great heroes and villains, feeding their imaginations. This has lead to the pinefoot being more adventurous and reckless, and the snowfoot being more reserved and cautious.

If an Alaghi goes fully nomadic (away from their clan) or joins the larger populous, they're often seen as idiotic or traitorous by other Alaghi. The ones that join the populous usually find themselves at the wrong ends of blades, being questioned constantly or discriminated, and largely mistrusted. Some other races poach Alaghi to use them as rugs or thick coats, others capture them to put in museums or circuses. A saying that every Alaghi knows is "We have no place with the Smallfolk" and sadly most of the time that saying is correct. Some nomads may find a small town or city district that is kind to them though! In this situation they're usually highly respected due to their connection with nature and strength.

Alaghi Names[edit]

The Alaghi have a very strange naming convention in the fact that they all have very specific suffixes depending on the clan's location and history. The most popular suffixes that are used most widely, however, are "Foot", "Root", "Do" and "Ti". They can also be custom to the features of the world. Not all Alaghi from the same clan use the same suffix so go nuts! Here are some examples :)

Pinefoot: Bigfoot, Thistleroot, Ludo, Bramblefoot

Snowfoot: Yeti, Frostroot, Whitefoot, Arietti

Alaghi Traits[edit]

The Alaghi are a group of Yeti-like creatures that dwell far in the forested mountains and snowy tundras of the world.
Ability Score Increase. Your Strength score increases by 2 and your Intelligence score decreases by 2
Age. You mature at the age of 15 and most live 75-85 years.
Alignment. Most, if not all Alaghi, are neutral creatures.
Size. Alaghi tend to be very tall and naturally bulky, ranging from 7-10ft tall at full maturity. Your size is Medium.
Speed. Your base walking speed is 30ft.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Long Limbed. When you make a melee attack on your turn, your reach for it is 5ft greater than normal.
Elusive. Despite your size, you're somehow an expert of evasion. People have sworn to have seen you but can only conjure vague and blurry imagery in their heads. You are proficient in the Stealth skill.
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write two of the three language options: Goblin, Giant, and Common.
Subrace. There are two distinctions of Alaghi, Pinefoots and Snowfoots.


Ability Score Increase. Your Wisdom increases by 2.
Call of the Earth. You can call upon the spirits of the earth to conjure a part of your home. You can cast the Earth Tremor spell at third level your Wisdom modifier amount of times per short rest without expending a spell slot. If you wish to up-cast it further, you would then use spell slots.
Giant Hands. When making an unarmed strike within 5ft of another creature that is of equal size or smaller than you, you have advantage on the attack roll and deal an additional 1d6 bludgeoning damage.
Darkvision. Your eyes have adapted to living in the dark forest. 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.


Ability Score Increase. Your Wisdom increases by 1, and your Constitution increases by 1.
Avalanche. You can commune with the spirits of the mountain to conjure a part of your home. You can cast the Frost Fingers spell your Wisdom modifier amount of times per short rest without expending a spell slot. If you wish to up-cast this spell you would then use spell slots.
Abominable. You have resistance to cold damage.
Frostbite. When you hit a non-magic bludgeoning, piercing, or slashing attack you can deal cold damage instead.

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