Zeti (Mobius Setting)

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Zeti are a fabled race of demons that live upon the lost hex, and allow their strongest members to lead them.


Zeti are a demonic race that live on the Lost Hex which is a floating land mass high up in the skies of Mobius. The Zeti tend to have a great deal of pride, and are very quick to seek vengeance when someone wrongs them, to the point where they may consider destroying entire worlds if someone abuses them greatly enough. They seem to take delight in dishing out pain, however they do not seem to enjoy dishing it out on each other. Zeti tend to think of each other as brothers. Zeti also are quick to see potential, and are happy to enslave beings that could be useful to them, whether it be by old fashioned style or by forcing mechanical prosthetics and using their machine controlling abilities on their slaves once enough of their body is machine. Zeti tend to recognize power, and typically allow the strongest to lead them. Despite everything, they do tend to care about their own, in their own twisted way.

Zeti Names[edit]

Zeti names tend to be short with no more than 2 syllables, and typically start with a "Z." They tend to give off a subtle vibe of their personality.

Known Zeti names include: Zik, Zavok, Zazz, Zeena, Zomom, Zor

Zeti Traits[edit]

A demonic race that can manipulate electromagnetic fields.
Ability Score Increase. Choose 1 stat and increase it by 2.
Age. Zeti demons mature at the same rate as normal humans, but their full lifespan can be over a thousand years.
Alignment. Zeti can be any allignment, but typically lean towards evil.
Size. Zeti slightly vary in size but are usually around the same height as humans. 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.
Command Machines. Zeti have the ability to manipulate electromagnetic fields. This allows them to command robots and similar kinds of machinery. You can cast the On/Off (UA) cantrip. Starting from 5th level, as an action, you can force a construct that you can see within 60 feet of you to make a wisdom saving throw. On a failed save, the creature is charmed by you for 1 minute. While charmed by this effect, the creature will deem you friendly and will not attack you. Starting from 9th level, a construct charmed by this effect will act in the best of it's ability to follow any commands you give it so long as the command is not something that would cause it to directly harm itself. Charisma is your modifier for the DC of this feature. Because this is not traditional or magical charming, and is meant specifically for constructs which are normally immune to magical charming, this feature ignores immunity to the charmed condition for constructs. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
Skilled Jumper. The Zeti tend to be decent athletes, being able to jump long distances. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common, Mobian, and Zeti.
Subrace. You must choose a subrace from the following.


Blue Zeti tends to be quite wise and intelligent. They spend time training, and then in their elderly stages, ensure a wide enough group of Zeti is taught everything they know.

Ability Score Increase. Your Intelligence and Wisdom each increase by 1 to a maximum of 20.
Sharp Wit. You gain proficiency Perception and Insight
Natural Teachers. You can use the help action as a bonus action. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.


The green Zeti tend to be quite vain, yet they are often able to back it up. They typically try to keep up appearance, weather it be to use it to their advantage in some way or because they simply value being attractive.

Ability Score Increase. Your Charisma increases by 2 a maximum of 20.
Beauty. You gain proficiency Persuasion and Performance.
Arm Extensions. You are capable of producing green cords from your hands that slightly resemble whips. Your melee attacks gain a +5 reach.


Pink Zeti aren't exactly the most stable most of the time. Acting on sheer impulse and typically being a wild card. It is usually next to impossible to predict them with decent accuracy.

Ability Score Increase. Your Dexterity and your Charisma each increase 1 to a maximum of 20.
Wild Card. You gain proficiency in any 1 skill of your choice.
Rush In. You like to rush in guns blazing with caution thrown to the wind. You can use your reaction to move up to your movement speed to a hostile creature that you can see. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.


Red Zeti tend to be strong and as a result are usually the leaders of their group. The learn quickly to adapt to their leadership role as a result.

Ability Score Increase. Your Strength increases by 2 to a maximum of 20.
Zeti Leader. You gain proficiency Athletics and your choice of either Persuasion or Deception.
Grow. Red Zeti are known to grow to large sizes when their backs are against the wall. You can cast Enlarge/Reduce at it's lowest level, without expending any components. However when casting this spell this way, you can only cast it on yourself and can only use it to enlarge. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.


Yellow Zeti typically love to eat quite often. This gives their bodies them much larger and tougher builds. They tend to be able to take quite a few hits.

Ability Score Increase. Your Constitution increases by 2 to a maximum of 20.
Strong Stomach. You can stomach almost anything (and in some cases everything). You have advantage on saving throws against being poisoned.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


White Zeti tend to be quite nihilistic. Viewing many things as pointless in the grand scheme of things. They are often very difficult to impress.

Ability Score Increase. Your Dexterity increases by 2 to a maximum of 20.
Sceptic. You gain proficiency Insight and Investigation
One With The Shadows. You gain the minor illusion cantrip. Charisma is your casting modifier for this spell.

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