Page 119 - Volo's Guide to Monsters
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                                                                                                          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-
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