Carnophage (5e Race)

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"Little girl, where are your parents?" —Father Malkov, last words

Carnophages, informally known as “flesh feeders” or “eaters”, are a race of nocturnal humanoid scavengers that crave the flesh of sapient beings. They possess a venomous bite that can render a victim unable to move until the poison wears off, giving them the potential to escape one on one conflicts. A carnophage possesses keen sight and senses they can use to locate food, as well as a fairly nimble frame for hiding easily.

A carnophage must feed on corpses fairly regularly in order to satisfy their body’s constant need for nourishment. If not they risk giving in to their hunger driven urges and making choices they otherwise would not make in a clearer state of mind. Because of the horrific nature of their existence, many carnophages experience psychological issues such as mental instability or split personality syndrome as they may not be able to cope with the things they’re required to do to survive.

Physical Description[edit]

Carnophages are an all-female race that are almost identical to normal humans, baring a few key aesthetical differences. The first being their pale complexion that can range anywhere between fair skinned to sickly in color. The second notable difference is their hair, varying in shades along the monochromatic scale from one individual to the next. The final difference is their dull, pupil lacking eyes that range in colors from red, blue, purple or even pink in rare instances.

When provoked, excited or feeling threatened, a carnophage’s eyes may change with the sclera darkening to a solid black and the iris illuminating eerily.

Carnophages possess rows of retractable, piranha-like fangs that can emerge from their gums and protrude beyond their humanoid teeth. Typically, these fangs remain hidden until needed, so as to allow carnophages the ability to blend in with human society. Despite this, one may still be able to identify a carnophage by the sickeningly sweet scent of their saliva, provided one finds themselves close enough to do so.


Not much is known about where carnophages come from. Their origins are almost completely shrouded in mystery, even to most carnophages themselves. Though it is said by some that they crawled up from a mysterious place of unfathomable darkness referred to as “The Pit”. Others believe them to be an omen of the coming end, referring to them as the daughters of calamity.


Despite their grim existence, carnophages are actually a rather loyal and compassionate race in most cases. They tend to show empathy in regards to those around them and, under normal circumstances, retain a childlike personality for their entire lives. In fact, it is their innocent nature that prevents many from slaying them, as it creates quite a moral dilemma for those with a great conscience. However, some more malevolent carnophages have learned to manipulate this same charm for malicious purposes.

Carnophages fall primarily into one of two different ways of life, either choosing to live with their own kind in small nomadic cliques or to live among humans, pretending to be one themselves.

In a clique, carnophages seem to elect an “alpha” of sorts who serves as a benevolent leader for the rest of her group. These carnophages tend to feed primarily on travellers who succumb to death along with their journeys. Though others may employ some form of hunting strategy, such as tricking prey into an ambush with their childlike guise, rather than simply scavenge from corpses.

Carnophages who prefer a more civilized lifestyle may attempt to blend in with humans by posing as lost children or orphans. They typically survive by feeding on the corpses of the recently deceased, never straying too far away from a reliable source of easy meals. Others may prefer to take on a more predatory role and commit acts of murder to keep themselves fed.

Diet. A carnophage must eat one humanoid every 10 days.

Carnophage Names[edit]

Carnophages tend to have fairly short names of unknown origin that typically consist of around 5 letters. Some may choose to assume a new, more human sounding name if they wish to live among them without risk of being found out.

Ebril, Saris, Ma'rin, Avris, Le'rin, Liail, Maris

Carnophage Traits[edit]

An all female race of nocturnal corpse eating scavengers who resemble children.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Carnophages don’t physically age beyond a juvenile state, remaining young and childlike in appearance for their entire lives. They live for approximately a century or so. A carnophage may be brought back into existence sometime after their death, appearing in the general vicinity of where they had perished in their last life. In some cases they may possess foggy memories from their past lives, causing them some confusion. How this occurs is up for speculation, though it is believed to be the work of whatever god or demon may have created them in the first place.
Alignment. Carnophages are typically neutral, putting their survival before all else. Though variations can occur as they are often deeply influenced by the views of their peers and their surrounds.
Size. On average, carnophages possess the build of a human child, some being somewhat frailer. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Scavenger. Whenever you make a Wisdom (Survival) check while in an urban environment, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Ravenous. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Numbing Dose. When you hit a creature with your fangs, you can use a bonus action to inject the target with poison. The target must make a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target's speed is reduced to 0 for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

You must finish a short or long rest before you can use your numbing dose again.
Languages. You can speak, read, and write Common.

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