Monkeyfolk (4e Race)

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Small and slender creatures, believed to have some connection to the divine.

Racial Traits
Average Height: 4'-4'2"
Average Weight: 60-70 lbs.
Ability Scores: +2 Wisdom; +2 Intelligence or Charisma
Size: Small
Speed: 5 squares
Vision: Normal
Languages: Common, choice of two others
Skill Bonuses: +2 Religion, +2 Insight
Divine Providence: You gain a +1 racial bonus to attack rolls and damage rolls
when using powers with the radiant keyword.
See No Evil, Speak No Evil, Hear No Evil: You gain a +1 racial bonus to Fortitude.

In addition, choose a creature origin other than natural. You gain
a +1 bonus to your defenses against attacks by creatures of the
chosen origin.

Monkey See, Monkey Do: You can use monkey see, monkey do as an encounter power.

Monkey See, Monkey Do Monkeyfolk Racial Power
You are adept at copying people, right down to the smallest twitch.
Immediate Reaction Personal
Trigger: An ally that you can see enters a stance.
Effect: You also enter this stance until the end of your next turn.

Spiritual peoples, monkeyfolk are whispered to bear a connection to the gods. While this may or may not be true, one thing is certain: Many monkeyfolk find themselves drawn to a religious life, believing their true calling lies in spiritualism.

Play a monkeyfolk if you want...

  • To be wise and friendly
  • To bear a connection to the divine
  • To be a member of a race that favors the avenger, cleric, invoker, or warlock classes

Physical Qualities[edit]

Monkeyfolk are hybrids of monkeys and humans. Like other anifolk, they combine both animal and human traits. Monkeyfolk are short, with all being around 4 feet tall. They have short hair, with colors typically consisting of browns and dark grays. They have long fingers and toes, but their feet are human in shape, not monkey. They also have short, prehensile tails of about 2 feet in length. Monkeyfolk have extensive body hair, with colors matching their hair color. Though this hair appears on most of their bodies, it is most concentrated on the chest, arms, and legs.

Monkeyfolk mature a little more slowly than humans, reaching adulthood at age 17. Because of this, most monkeyfolk live over 100 years, though they rarely live over 110 years.

Playing a Monkeyfolk[edit]

Monkeyfolk carry an inherent connection to the divine influences of the world. This makes them more likely to accept deities and various religions. However, where the lionfolk might take a more zealous approach to religion, monkeyfolk maintain open minds, preferring to let potential followers come to them rather than imposing their ways on others.

In this regard (and many others), monkeyfolk are considered some of the pleasant creatures to be around. They avoid conflict whenever possible and enjoy being of use to others. Because of this, many monkeyfolk feel a call to becoming clerics. To them, the cleric’s strength in healing and protection represent the ultimate form of usefulness. After all, what calling is greater than helping others?

Because of their connection to the divinity, some races view the monkeyfolk as self-righteous. Whether true or not, the monkeyfolk do not care about what others think of them. They only do what they believe is the right thing to do.

Monkeyfolk Characteristics: Charismatic, cheerful, friendly, joyful, patient, perceptive, pious, proud

Male Names: Human names, including Tail, Fur, and Tarzan

Female Names: Human names, including Chimp and Prim

Monkeyfolk Adventurers[edit]

Three sample monkeyfolk adventurers are described below.

Prim is a monkey-man cleric of Pelor, the god of the sun. A strong believer in piety and purity, Prim lives to see the good in people, and will not fight unless provoked into doing so. Though she harbors no ill will towards her enemies, she will stop at nothing to defend those who cannot defend themselves.

Fur is a monkey-man paladin of Kord, the god of battle. Though not particularly strong, Fur has an indomitable spirit, and lives for the battle, viewing combat as a test of mettle and devotion to Kord. The recent orc activities in the north have tempted Fur to leave the order of Kord, which forces him to make a difficult decision.

Tarzan is a monkey-man rogue, a charismatic con artist with a quick wit and a perceptive eye. With a knack for noticing the tiniest quirks in people, Tarzan has a name for himself in the underground as a crafty pickpocket, and has not yet been caught by the City Guard, though the Watch believe Tarzan’s capture is only a matter of time.

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