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Monster Manual - Humanoid Races

30 Races and Subraces


Azer
Bullywug (Tribal Casters, Tree Stalkers, Grung)
Galeb Duhr
Gith (Githyanki, Githzerai)
Ghost (Stalker, Phaser)
Gnoll
Grung (See Bullywug)
Hag (Annig Hag, Bheur Hag, Green Hag, Night Hag, Sea Hag)
Kuo-Toa
Magmin
Mephit (Dust, Ice, Magma, Mud, Smoke, Steam)
Minotaur
Myconid
Ooze
Satyr
Shadow
Treant
Thri-Kreen

Notes
While the majority of these are from the Monster Manual, there are a few from Volo's Guide to Monsters (Grung, Annig Hag, and
Breur Hag). I plan on adding a handful of Volo's races at a later date. My uncertain list are Boggle, Chitinel, Korred, Nilbog, Redcap,
and Xvart.
Some MM races were planned, but scrapped because I could not find the right mix between flavor and balance (i.e. a skeleton as
a player race is too powerful or just didn't feel like a monster).
These races were designed to be used alongside other race options created by Wizards of the Coast and have been balanced
based on Detect Balance: a 5e Homebrew Race Guide in order to get a "balanced" score of 23-27.
Many of these races do not have ages, size specifications, etc. This was done to streamline the process for me. I do plan on
adding flavor text and explanations to these.
Please let me know of any bad wording, spelling, or other simple mistakes I have made. This is a work in progress; help me to
make it a fantastic resource. I am also open to suggestions for additions.
-/u/DougTheDragonborn
Azer Traits (24) Bullywug Subraces
Abillity Score Increase Your Strength score increases by 2, Bullywug society is based off of hunting and expansion.
and your Constitution score increases by 1. There are two main groups for jobs in the Bullywug
Size Your size is Medium. heirarchy: hunters and chiefs. Chiefs cast spiritual magic to
Speed Your base walking speed is 30 feet. protect the tribe. Hunters lurk in the trees and attack
Languages You can speak, read, and write Common and unsuspecting foes and prey.
Ignan. Then there are Grung. Grung are evolutionary cousins to
Heated Body You are born in fire and thus have resistance to the Bullywug. They carry an extremely volatile poison inside
fire damage. them, and use that to fend off predators. They are not
Illumination Your burning head sheds bright light in a 10- technically Bullywug, but have similar enough abilities to
foot radius and dim light for an additional 10 feet. where they could be included.
Heated Weapon Whenever you deal a critical hit with a
weapon, you may add an extra weapon die of fire damage. Tribal Casters (24)
Living Elemental Your type is both humanoid and elemental. Ability Score Increase Your Wisdom score increases by 1.
Even though you were magically created, you are a living Chiefs for Life You have advantage on Intelligence (History),
creature. You are immune to disease. You do not need to Wisdom (Nature) or Wisdom (Religion) checks related to
eat or breathe, but you can ingest food and drink if you swamps, Bullywug culture, or Gods that would apply to the
wish. Bullywugs (i.e. a rain or tree god).
Magic Connection: You have proficiency in the Arcana skill.
Bullywug Traits
Humanoid frogs riding larger, scarier humanoid frogs? I don't Tree Stalkers (26)
see why not. Bullywugs are fierce warriors of the swamp, Ability Score Increase Your Strength score increases by 1.
letting nothing cross their tribes. Sticky Hands Tree Stalkers secrete a sticky substance from
their hands that allows them to climb and latch on to their
Abillity Score Increase Your Dexterity score increases by 2. enemies. You have a climb speed of 30 ft and advantage on
Age Bullywugs reach maturity around 10 and live to an ability checks and saving throws made to initiate a grapple.
average of 60 years old. You also have advantage on rolls to avoid being disarmed.
Alignment Bullywugs hunt and expand; their natural
inclination is to furhter their own culture and society. They Grung (25)
tend to be nuetral evil. Ability Score Increase Your Constitution score increases
Size Bullywugs are between 4 and 5 ft tall. They are rather by 1.
plump, usually ranging from 100-250 pounds. Your size is Poisonous Bite Melee Weapon Attack: +3 to hit, reach 5 ft.,
Medium. one target. Hit: 3 (1d4 + 1) piercing damage. Target must
Speed Bullywugs have recently escaped to hunting on land, suceed on a DC 12 Constitution saving trow or become
so they tend to be slower than most humanoids; however, poisoned for one minute.
they excel underwater. Your base walking speed is 25 feet,
and you have a swim speed of 30 feet.
Languages You can speak, read, and write Common and
Bullywug.
Amphibious You can breathe air and water.
Speak with Frogs and Toads You can communicate simple
concepts to frogs and toads using Bullywug.
Swamp Camouflage You have advantage on Dex (Stealth)
checks made to hide in swampy terrain.
Standing Leap Long jump is 20 feet, hight jump is up to 10
feet, with or without a running start.
Weapon Proficiency You have proficiency in spears and
slings.

1 Humaoid Races
Galeb Duhr Traits (24) Ghost Traits
Abillity Score Increase Your Strength score increases by 2, Souls leave the prime Material Plane once a creaure moves
and your Constitution score increases by 1. on... most of the time. Sometimes the soul can become hung
Size Your size is Medium. up in the Material Place; a soul has one more purpose. It
Speed Your base walking speed is 20 feet. cannot leave. It is lost.
Languages You can speak, read, and write Common and The soul looking for something, or someone, for closure. It
Terran. travels looking for a way to redeem itself, or say a last
Darkvision You can see in dim light within 60 feet of you as if goodbye. It returns to the village of its previous life, or heads
it were bright light, and in darkness as if it were dim light. out to find the orc chief that killed it. Whatever the quest is, it
You cant discern color in darkness, only shades of gray. cannot leave until it is completed.
Natural Armor You have a rock hard outer shell. This makes Abillity Score Increase Your Charisma score increases by 1.
your unarmored AC 12 + your Constitution Modifier. A Your Wisdom score increases by 1. You can choose one
shield's benefits apply as normal while using Natural Ability Score Increase given to your previous race and gain
Armor. an additional +1 increase.
Boulder Form You can roll your body into a ball, or unroll it Age Ghosts are stuck in the age in which they died.
and stand normally, as a bonus action on your turn. While Alignment Curious souls are the same alignment as they
in Boulder Form, you are indistinguishable from a boulder were when they died, possibly more chaotic.
(giving you advantage on stealth checks where boulders Size You are the same size as you were when you died. You
would be), your movement increases to 30 feet on level get that from your previous race.
ground (or 60 feet if rolling downhill), and you cannot Speed No matter how fast or slow the previous race was, all
perform any action that is not purely mental except for souls move the same speed. Your speed is 30 ft.
moving or using an unarmed strike. Languages You can speak, read, and write Common and
Living Elemental Your type is both humanoid and elemental. another language spoken by your previous race.
Even though you were magically created, you are a living A Cold Death You have resistance to cold damage. Your
creature. You are immune to disease. You do not need to entire body is a natural weapon, and you are cibsudered
eat or breathe, but you can ingest food and drink if you proficient in unarmed attacks you make with it. You can
wish. reach out with your chilling touch and deal 1d4 damage on
Rolling Charge Whenever you roll at least 20 feet straight a hit.
toward a target and hit it with an unarmed strike on the Floating Soul Once per day, you can cast Levitate as a 2nd
same turn, the target must make a Dexterity Saving Throw. level spell. You can only cast this on yourself. Also, at all
On a failure, it takes an extra 1d6 bludgeoning damage and times, you fall as if affected by the spell Feather Fall.
be knocked prone.
Ghost Subraces
Gith Traits
Souls can be separated from the body in many different ways.
Abillity Score Increase Your Dexterity score increases by 1, They usually float out freely, but may not leave the Material
and your Intelligence score increases by 1. Plane for some unfinished business. Other times they are
Size Your size is Medium. ripped from the body, forcefully; they wander around looking
Speed Your base walking speed is 30 feet. for the culprit, seemingly never to find them. This yields two
Languages You can speak, read, and write Common and types of Ghosts, Phasers and Stalkers.
Gith.
Psychic Fortitude Gith are freed slaves of the Illithids; they Phaser (25)
have build an immunity to that sort of magic. You have Intangible Once per day, you can cast Blink as a 3rd level
resistance to psychic damage. You also can add half your spell. You automatically succeed on the roll, and stay in the
proficiency bonus to any Wisdom saving throws. ethereal plane for as long as you want for the duration, or
Mage Hand Gith were bred by the illithids as slaves and until you dispel it. You can only travel up to 60 ft from
possess some of their former masters' advanced mental where you enter.
abilities. You know the mage hand cantrip, though the hand
is always invisible. Stalker(26)
Gith Subraces Invisible Once per day, you can cast
Invisibility as a 2nd level spell. You can only cast this on
Githyanki (23) yourself.
Ability Score Increase Your Strength score increases by 1. Natural Stalker You have proficiency in the Stealth skill.
Combat Expertise Githyanki used their brains to become
great warriors, rather than mages. You can add your
intelligence modifier to initiative checks. You also have
proficiency in the Athletics skill.
Githzerai (24)
Ability Score Increase Your Wisdom score increases by 1.
Always on the Lookout You can cast See Invisibility once
per day on yourself.
Magic Connection: You have proficiency in the Arcana skill.
Ghost Traits Humaoid Races 2
Gnoll Traits (23) Hag Traits
Abillity Score Increase Your Dexterity score increases by 2, Abillity Score Increase Your Charisma score increases by 2,
and your Strength score increases by 1. and your Wisdom score increases by 1.
Size Your size is Medium. Size Your size is Medium.
Speed Your speed is 30 ft. Speed Your base walking speed is 30 feet.
Languages You can speak, read, and write Common and Languages You can speak, read, and write Common and
Gnoll. some more languages given by your subrace.
Darkvision You can see in dim light within 60 feet of you as if Magic Connection You know the Identify cantrip. All the
it were bright light, and in darkness as if it were dim light. spellcasting given by this race is done by using Charisma
You cant discern color in darkness, only shades of gray. as your spellcasting modifier, unless stated otherwise.
Bite You are proficient with your bite attack, which is a melee Darkvision You can see in dim light within 60 feet of you as if
weapon that deals 1d6 piercing damage plus your strength it were bright light, and in darkness as if it were dim light.
modifier. You cant discern color in darkness, only shades of gray.
Rampage When you reduce a creature to 0 hit points with a
melee attack on your turn, you may use a bonus action to Hag Subraces
move up to half your speed and make a bite attack. Annis Hag (24)
Carrion Eater You may eat almost any organic material to Strong Frame You are the strongest of all the hags, the most
survive, and have advantage on saving throws against physically imposing, so your Constitution score increases
disease. by 1.
Agressive As a bonus action, you can move up to your speed Natural Weapons You have sharp claws and a strong bite.
toward an enemy of your choice that you can see or hear. Both of these are unarmed attacks that deal 1d4 damage,
You must end this move closer to the enemy than you slashing and piercing respectively.
started. Additional Languages You can speak, read, and write Giant
and Sylvan.
Bheur Hag (24)
Innate Spellcasting Once per day, you can cast Ray of Frost.
Cold Heart You have resistance against cold damage.
Additional Languages You can speak, read, and write Auran
and Giant.
Green Hag (24)
Innate Spellcasting You can cast Minor Illusion and
Viscious Mockery.
Magical Initiate You are proficient in the Arcana skill.
Additional Languages You can speak, read, and write
Draconic and Sylvan.
Night Hag (24)
Innate Spellcasting You can cast a cantrip of your choice.
Frightenly Misleading You are proficient in the Deception
skill.
Natural Weapon You have really long nails that deal 1d4
slashing damage as an unarmed attack.
Additional Languages You can speak, read, and write
Abyssal, Infernal, and Primordal.
Sea Hag (24)
Innate Spellcasting You can cast Disguise Self as a cantrip.
Amphibious You can breathe air and water.
Additional Languages You can speak, read, and write Giant.

3 Humaoid Races
Kuo-Toa Traits (25) Mephit Traits
Your evolution has gifted you with an amalgamation of fish Abillity Score Increase Your Dexterity score increases by 2.
and humanoid traits. Praise Blibdoolpoolp. Size Your size is Small.
Speed Your base walking speed is 30 feet.
Abillity Score Increase Your Constitution score increases by Languages You can speak, read, and write Common and
2, and your Wisdom score increases by 1. some more languages given by your subrace.
Age Kuo-Toa reach maturity around 6 and live to an average Flight You have a flying speed of 30 feet. To use this speed,
of 60 years old. you cant be wearing medium or heavy armor..
Alignment Kuo-Toa are usually protecive over their own Poison Resistance You have resistance to poison damage
values. They can be any alignment, but tend to be more and advantage on rolls to resist the poisoned effect.
lawful within their natural domain. Mephit Subraces
Size Kuo-Toa generally slouch, whcih makes them look 4-5 ft
tall. Your size is Medium. Dust (25)
Speed Your base walking speed is 30 feet, and you have a The Sandman Once per day, you can cast Sleep using
swim speed of 30 feet. Wisdom
Languages You can speak, read, and write Common and as your spellcasting modifier.
Undercommon. Additional Languages You can speak, read, and write Auran
Amphibious You can breathe air and water. and Terran.
Underwater Darkvision You can see in the dark in a 30 foot
radius, but when under water, you can see in the dark for a Ice (25)
120 foot radius. (Underwater darkness that is. You can't Chilling Breath Once per day, you can cast Fog Cloud using
have bottle glasses with water in them and see for 120 feet) Wisdom as your spellcasting modifier.
Otherworldly Perception Once per short rest, you can use Additional Languages You can speak, read, and write Aquan
your bonus action to sense the presence of any creature and Auran.
within 30 feet of you that is invisible or on the Ethereal
Plane. You can pinpoint such a creature that is moving. Magma (26)
This effect lasts for a minute. Heated Temper Once per day, you can cast Heat Metal using
Weapon Proficiency You are proficient with Nets and Spears Wisdom as your spellcasting modifier.
and do not gain disadvantage for using them underwater. Additional Languages You can speak, read, and write Ignan
Slippery Your skin has a slimy substance to help you swim. and Terran.
You have advantage on ability checks and saving throws
made to escape a grapple. Mud (25)
Magmin Traits (24) Mud Breath Once per day, you can use your action to spit
mud at one creature you can see within 15 foot of you. The
Abillity Score Increase Your Dexterity score increases by 2, creature must make a DC 12 Dexterity saving throw. On a
and your Charisma score increases by 1. successful save, the creature is knocked prone in an adjacent
Size Your size is Small. empty space. On a failed save, the creature is blinded for one
Speed Your base walking speed is 30 feet. minute.
Languages You can speak, read, and write Common and Additional Languages You can speak, read, and write Aquan
Ignan. and Terran.
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. Smoke (26)
You cant discern color in darkness, only shades of red. Smoke Breath Once per day, you can cast Darkness using
Living Elemental Your type is both humanoid and elemental. Wisdom as your spellcasting modifier.
Even though you were magically created, you are a living Additional Languages You can speak, read, and write Auran
creature. You are immune to disease. You do not need to and Ignan.
eat or breathe, but you can ingest food and drink if you
wish. Steam (26)
Ignited Illumination As a bonus action, the magmin can set Steamy Form Once per day, you can cast Blur using Wisdom
itself ablaze or extinguish its flames. While ablaze, the as your spellcasting modifier.
magmin sheds bright light in a 10-foot radius and dim light Additional Languages You can speak, read, and write Aquan
for an additional 10 feet. and Ignan.
Death Burst When you, you explodes in a burst of fire and
magma. Each creature within 10 feet of it must make a DC
11 Dexterity saving throw, taking 7 (2d6) fire damage on a
failed save, or half as much damage on a successful one.
Flammable objects that aren't being worn or carried in that
area are ignited.

Humaoid Races 4
Minotaur Traits (24) Ooze Traits (24)
Abillity Score Increase Your Strength score increases by 2, Goop. Slime. Ooze. Dripping with adventure
and your Intelligence score increases by 1. Abillity Score Increase Your Constitution score increases by
Size Your size is Medium. 2, and your Charisma score increases by 1.
Speed Your base walking speed is 35 feet. Age Oozes are blobs of living goo. They do not age, but they
Languages You can speak, read, and write Common and slowly dissolve themselves. They usually "live" about 250
Abyssal. years.
Labyrinthine Recall The minotaur can perfectly recall any Alignment Oozes stalk prey and dissolve tissue to survive.
path it has traveled. This means you have advantage on any That is their purpose. They are not specifically aligned with
Nature (Intellegence) or Survival (Wisdom) checks that anything.
would have you recall your previous expeditions. Size Oozes are usually squat blobs, but can take the rough
Natural Athletics You have proficiency in the Athletics skill. form of nearly anything when concentrating. You take the
Horns Your horns are a natural weapon that can be used as form of a normal humanoid, which means anywhere from
an unarmed strike. This strike deals 1d6 piercing damage. halfling to half-orc in size. You size is Medium.
Charge You can use an attack action to charge at an enemy Speed Your base walking speed is 25 feet..
with your horns, trampling them. You can travel at least 10 Languages You can speak, read, and write Common and
feet, but up to your movement and make an unarmed Undercommon.
attack with your horns. This deals the regular damage and Gushing Form Slimes don't respond well to other liquids. It
also knocks the target prone on a hit. doesn't hurt them; it just makes it really hard to move. You
Myconid Traits (24) have a swim speed of 5 ft, even in difficult terrain.
Abillity Score Increase Your Constitution score increases by Aqueous Body Your body is a viscous liquid. You have
2, and your Wisdom score increases by 1. advantage on ability checks and saving throws made
Size Your size is Medium. against being grappled. If you are grappled or are grappling
Speed Your base walking speed is 25 feet. a creature, the creature takes 1d6 acid damage per turn
Languages You can speak, read, and write Common and that it is grappled. You can Don and Doff armor as an
Undercommon. action. you can move through handcuffs, cell bars, sewer
Darkvision You can see in dim light within 60 feet of you as if grates, and other materials with large gaps; these gaps
it were bright light, and in darkness as if it were dim light. cannot be smaller than 6 inches squared in area.
You cant discern color in darkness, only shades of gray. Acidic Abilities Your body's liquid is acidic to flesh, blood,
Living Plant Your type is both humanoid and plant. and other body parts, giving you resistance to acid damage.
Rapport Spores As a bonus action you can emit Rapport You can take one hour to dissolve living material from a
Spores.A 20-foot radius of spores extends from you. These corpse, except for bone. You also know the Acid Splash
spores can go around corners and affect only creatures cantrip.
with an Intelligence of 2 or higher that aren't undead, Darkvision You can see in dim light within 30 feet of you as if
constructs, or elementals. Affected creatures can it were bright light, and in darkness as if it were dim light.
communicate telepathically with one another while they You cant discern color in darkness, only shades of gray.
are within 30 feet of each other. The effect lasts for 1 hour. Satyr Traits (24)
Pacifying Spores You can use your action to eject spores at Abillity Score Increase Your Charisma score increases by 2,
one creature you can see within 15 foot of you. The target and your Dexterity score increases by 1.
must succeed on a Constitution saving throw equal to (8 + Size Your size is Medium.
your Proficiency modifier + Constitution bonus) or be Speed Your base walking speed is 35 feet.
stunned for 1 minute or until it takes damage. The target Languages You can speak, read, and write Common, Elvish,
can repeat the saving throw at the end of each of its turns, and Sylvian.
ending the effect on itself on a success. You can use this Pantomime or Pandemonium You can choose between two
ability 1 once per every short or long rest. cantrips that you know: Friends or Viscous Mockery You
Pain Spores You can use your action to eject spores at one use Charisma as your spellcasting modifier for these skills.
creature you can see within 15 foot of you. The target must Panpipes You have proficiency Panpipes and the
succeed on a Constitution saving throw equal to (8 + your Performance skill.
Proficiency modifier + Constitution bonus) or be take 1d6 Fey Ancestry You have advantage on saving throws against
acid damage. You can use this ability 1 once per every short being charmed, and magic cant put you to sleep.
or long rest. Headbutt You can use an attack action to charge at an enemy
with your horns, trampling them. You can travel at least 10
feet, but up to your movement and make an unarmed
attack with your horns. This deals 1d4 bludgeoning
damage.

5 Humaoid Races
Shadow Traits (24) Treant Traits (25)
Abillity Score Increase Your Dexterity score increases by 2, Defenders of the forest, keepers of its secrets. Treants were
and your Wisdom score increases by 1. created for this soul purpose. Some have found some better
Size Your size is Medium. ways to pass the time...
Speed Your base walking speed is 35 feet. Abillity Score Increase Your Strength score increases by 2,
Languages You can speak, read, and write Common. and your Wisdom score increases by 1.
Sunlight Sensitivity You have disadvantage on attack rolls Age Treants do not reach a maturity per se. They grow and
and on Wisdom (Perception) checks that rely on sight grow until they die. So, your age may be dependant on your
when you, the target of your attack, or whatever you are size and vice versa. However, to keep things simple, Treant
trying to perceive is in direct sunlight. PC's are required to be at least 25 years old in order to be
Superior Darkvision You can see in dim light within 120 feet Medium Size.
of you as if it were bright light, and in darkness as if it were Alignment Treants are neutral, but that doesn't mean they
dim light. You cant discern color in darkness, only shades cannot be provoked. The majority of Treants lie in forests
of gray. dormant, but they will protect their forest if need be.
Meld with Shadows You have proficiency in the Stealth skill. Players as a Treant can choose any alignment, because
Once per short rest or long rest, you can use a bonus action their Treant has a different drive than regular treants.
to have the shadows wrap around you for 1 minute. Size Treants are tall and heavy, but not usually plump. They
Keeping your 3D form, you turn completely dark. You have usually range from 5-7 feet tall and 150-300 lbs. Your size
advantage on Stealth (Dexterity) checks when in dim light is Medium.
or darkness. Speed Your base walking speed is 30 feet..
Darkness You can cast Darkness once per short rest or long Languages You can speak, read, and write Common and
rest. Sylvan.
Natural Armor You have a thick bark as your outer coating.
This makes your unarmored AC 12 + your Constitution
Modifier. A shield's benefits apply as normal while using
Natural Armor.
Rooted Recharge While other races sleep, you root yourself
into sand, dirt, gravel, or other loose ground for 4 hours to
regain strength and energy. You must do this as frequently
as other humanoids need to rest; otherwise, you gain the
same exhaustion effects. Because of this feature, you do
not need to eat or drink if you have done this in the past 24
hours.
Birthed by Nature Treants are forged by nature itself to
protect forests; although some Treants have been known to
grow a greater calling, such as yourself. Because of this
connection, you have proficiency in the Nature skill, know
the Druidcraft cantrip and can cast spell Speak with Plants
once per long rest.
Thri-Kreen Traits (24)
An insect huminoid with multiple appendages. A desert race
cursing you with seclusion. A hive mind social system. Who
knows, you might turn out to be a great member to our
organization.
Abillity Score Increase Your Constitution score increases by
2, and your Strength score increases by 1.
Age Thri-Kreen reach maturity only a year after hatching (as
most of the process is done inside the eggs). However, you
only live to be around 30 years old.
Alignment Thri-Kreen are taught to protect the hive at all
costs; this usually leads to a chaotic, attack-on-sight sort of
mentality. However, most that escape the hive life leave that
sentiment and lean towards any alignment.
Size Thri-Kreen are tall, skinny insect creatures. They stand
6-7 feet tall but only weigh 120-140 pounds because their
shells are mostly hollow. Your size is Medium.
Speed Your base walking speed is 30 feet.
Languages You can speak, read, and write Common and
Thri-Kreen, but your Common could use some work. Most
of Thri-Kreen communication is through pheromones, so
the vocal cords are not usually well developed. When
speaking any language other than Thri-Kreen, a heavy
accent is blatenly there, often having to repeat themselves
and annunciate multiple times or even spell for clarity.
Extra Arms You have two smaller, weaker extra arms under
your dominant ones. You can hold light weapons and
objects with each, or hold one non-heavy weapon or object
with them both. Attacking with weapons with these arms
are treated as attacks with your "offhand"; when doing this,
this can be paired with another offhand attack and only
consume one Bonus Action. I.e. you can attack with your
dominant hand, then your less dominant hand and also
your smaller arms; this will consume your Action and
Bonus Action. You cannot use your Extra Arms to grapple
creatures larger than Tiny.
Sleepless Thri-Kreen do not sleep per se, they enter a torpor
state lasting 4 hours, during which they have a strong
awareness of their surroundings. They are the first to
notice any signs of danger while resting, thus getting no
disadvantage when making Perception checks while
resting. After resting in this way, you gain the same benefit
that a human does from 8 hours of sleep.
Natural Armor Your naturally tough exoskeleton makes your
unarmored AC 12 + your Dexterity modifier. A shield's
benefits apply as normal while using Natural Armor.
Bite You have sharp pincers that you can bite your foe with. A
bite from you would deal 1d6 piercing damage.

6 Humaoid Races

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