Page 119 - Volo's Guide to Monsters
P. 119
u8
=====================::tic~~--~
CHAPTER 2 ! CHARACTER RAC.ES
spawn of Kyuss. Kobolds might be city builders, the ar-
human kingdom and a blighted region overrun by the
paign with care.
hobgoblin kingdom might serve as a buffer between a
reasons for the monstrous races to be used in a cam-
and rivalries with humans, elves, and dwarves. A
less powerful than the typical D&D races-additional
other culture in your campaign, one that has alliances
a reduction to an ability score, and some are more or
You can establish a monstrous creat\lr~ as just an-
notes. Some of these races are unusual in that they have
but don't set up one expectation and deliver another.
Refer to chapter 1 for their cultural and roleplaying
Some players like the challenge of taking on an outcast,
The game traits of the monstrous races are given here.
such characters can expect the world to treat them.
or mob violence. Be sure to talk to the group about how
RACIAL TRAITS
or remain in the wilderness, for fear of imprisonment
character might have to venture into town in disguise
you.
Don't be afraid to push things to an extreme. An ore
ory of your past, but occasional flashes of it return to
acters meet.
8
An injury or strange event caused you to lose all mem-
should determine the kinds of reactions that such char-
An evil entity (orrupted your. people's society.
7
suspicion? The role these races play in your setting
you to leave your tribe to gain vengeance.
no stranger than elves or dwarves? Are they met with
Your sworn enemy is an ally of your people, forcing
6
venturers are in your setting. Are they regarded as
and occasionally receive new visions that guide yot,1~ :
Consider how common ore, goblin, and similar ad-
You received divine in$ight that sent you on your path,
5
RARE OR MUNDANE?
now serve it faithfully.
your campaign, consider the following three questions.
At a young age, you adopted a human religion and
4
the campaign. Before allowing monstrous characters in
have adopted their culture.
a player a chance to take on an unusual challenge in
You were raised by humans, elves, or dwarves and
3
and loss, or as an antihero, a monstrous character gives
You are the victim of a curse or polymorph spell l.
2
Whether played for comedy, as a tragic story of betrayal
withi11.
lains offers up some interesting roleplaying possibilities.
You are a spy sent to undermine your enemies from
l
Creating characters as creatures normally cast as vil-
d8
Origin
WHY A MONSTROUS CHARACTER?
MONSTROUS ORIGIN
for their campaigns beyond the typical folk of D&D.
for adding a monstrous character to the campaign.
aimed at DMs who wish to expand the race selections
The Monstrous Origin table gives a number of ideas
humans and the other standard races. This section is
a memorable campaign.
as sinister threats can emerge to adventure alongside
strous character and the rest of the party helps make for
In some campaigns, humanoids normally regarded
to take on an evil guise. A creative tie betw:een a mon-
MONSTROUS ADVENTURERS
human once, but crossed the wrong hag and was cursed
petty insult. The hobgoblin paladin might have been
and Primordial.
iar, transformed by an irate archmage in return for some
Lansuages. You can speak, read, and write Common
haps the kobold sorcerer was the tiefiing wizard's famil-
deep, underwater environment.
are forced to work together to defeat a mutual foe. Per-
age, and you ignore any of the drawbacks caused by a
might be the dwarf ranger's sworn enemy, but the two
extreme ocean depths, you have resistance to cold dam-
members of the adventuring party. An ore warlock
Guardians of the Depths. Adapted to even the most
Figure out what special ties the character has to other
have no special ability to understand them in return.
FRIENDS OR ENEMIES?
can understand the meaning of your words, though you
simple ideas with beasts that can breathe water. They
can also play a role in fleshing out the story.
dinary affinity with your people. You can communicate
acter to adventure? The character's trait, flaw, and ideal
Emissary of the Sea. Aquatic beasts have an extraor-
sider for this question. How did the bond drive the char-
spellcasting ability for these spells.
The character's bond is a great starting point to con-
do so again until you finish a long rest. Charisma is your
adventurer.
sidebar). Once you cast a spell with this trait, you can't
player to determine how the character ended up as an
can also cast wall of water with it (see the spell in the
an ambassador, or something else? Work with the
cast gust of wind with it, and starting at 5th level, you
views the character. Is the character an outcast, a spy,
fog cloud with this trait. Starting at 3rd level, you can
Consider how a monstrous character's native culture
on the magic of elemental air and water. You can cast
OUTCAST OR AMBASSADOR?
Control Air and Water. A child of the sea, you can call
Use them as a starting point for your own ideas.
Amphibious. You can breathe air and water.
have a swimming speed of 30 feet.
by no means do they define them for your campaign.
are the standard D&D depiction of these creatures, but
Speed. Your base walking speed is 30 feet, and you
aging about 5 feet tall. Your size is Medium.
folk dwell in for a price. The cultural notes in chapter 1
chitects of grand, heavily fortified edifices, which other
Size. Tritons are slightly sli'orter than humans, aver-

