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Races

Grungs and Illithids

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Grung
Grungs are small anthropomorphic poison dart frogs. They
turity. Grungs have a lifespan based on their caste, ranging
are described as slavers who control their slaves with their
from 5 to 40 years.
natural toxins.
Alignment. Grungs think that they are a superior race, and
Caste Society enjoy bossing people around. They are usually Lawful Evil.
Grungs live in a society with six castes, each denoted by a dif- Size. Grungs are about halfling sized. Your size is Small.
ferent bright color: green, blue, purple, red, orange, and gold. Speed. You have a base walking speed of 25 feet and a
Each has a different role in society. The green grungs are a climbing speed of 25 feet.
tribe’s warriors, hunters, and laborers. The blue grungs are
Amphibious. You can breath air and water.
artisans, and the purple grungs are administrators. Red grun-
gs are scholars and magic users, and they command great Natural Toxins. Grungs are naturally toxic. Any creature in
respect, even from higher castes of grung culture. Orange direct contact with your character’s skin must make a consti-
grungs are elite warriors, and gold grungs are the sovereigns tution saving throw or be poisoned and subject to the grung
of the tribe. It is not unheard of for a grung to ascend to a poison of your caste. Also, you are immune to nonmagical
higher caste; after proving oneself to a higher caste, they par- poison.
take in a ritual to change the color of their skin, their toxin, Water Dependency. Grungs require water to moisten their
and their . It’s a very major and fundamental change, and as slippery skin. Your character must spend at least one hour
such, it is rare. immersed in water or suffer one level of exhaustion, which
can be recovered only by immersion in water. Going without
Natural Toxins water for extended periods of time may kill the grung.
Each caste has a different poison that they secrete from their Languages. You speak Grung and one other language.
skin. Green grung poison causes the poisoned creature to
jump. They can’t move except for jumping. Blue grung poi-
Alignment of a Grung
son causes the poor afflicted creature to shout loudly at the
beginning of each of its turns. Purple poison makes its target Grungs, according to Volo’s Guide to Monsters, tend to be lawful
long for water, much like the amphibious grungs themselves. evil, but that seems pretty lame to me. I want to play as a little
poison dart frog man! They seem really cute. My goal here is to
Red poison makes its target voracious and devour any food
leave it up to the DM whether Grungs tend to be good or evil; a
within reach. Orange poison causes the affected creature good culture of Grungs might be peaceful jungle hermits. Con-
to be frightened of its allies, and gold poison charms any sult your DM if you want to play a Grung.
affected creature (the creature also gains the ability to speak
Grung).

Grung Names
Grung names are longer based on class. They are mostly
made from combinations of short names. A green grung
would have one name, while a gold grung could have up-
wards of twelve!
Grung Names: Gahg, Sook, Pasht, Slur, Slark, Mog, Lurt, Hat,
Pip, Narg, Galf, Nak, Toog, Beb, Snurk, Pat, Lib, Rug, Ran, Ja,
Jig, Erg, Hen, Nin, Mahl, Zoog.

Grung Traits
Grung characters have these traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Grungs are tadpoles for three months after hatching,
and take about six to nine months after that to reach ma-

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Illithid
Illithids, more commonly known as Mind Flayers, are spo-
ken of with fear. They are emotionless slavers, always with
Alignment. Illithids are almost all Lawful Evil. Their alien
mind is unempathetic and strictly logical.
ulterior motives. They are potent psychics, and reviled by
nearly all sentient races. The Mind Flayers don’t care about Size. Illithids are about human sized. Your size is Medium.
what those races think of them, as long as their brains taste Speed. Your base walking speed is 30 feet.
delicious!
Innate Psychics. Illithids are innate psychics. They can take
Underdark Dwellers an action to use a mind blast. Each creature in a 30 foot cone
must make a Wisdom saving throw or be stunned. They may
Mind Flayers live in fairly small communities controlled by repeat this save at the end of each of their turns. You may
a massive Elder Brain, an amalgamation of brains harvested not use this feature again until you have taken a long rest.
from dead illithids. Elder Brains are immobile but by no
Darkvision. Illithids are most comfortable in the Under-
means powerless. They wield complete control over their
dark, and they have superior vision in dark conditions. You
illithid communities, and when individual Mind Flayers die,
can see in dim light as though it were bright light out to a
they dream of joining the Elder Brain.
range of 60 feet, and in darkness as though it were dim light.
Powerful Psychics Very bright lights are uncomfortable.
Devour Brain. Illithids must devour brains to stay alive.
Mind Flayers are well known for their psychic domination. Your character can use an action to devour the brain of a will-
They have telepathy and are essentially a race of slavers. ing, unconscious, or incapacitated creature, instantly killing
They dominate entire species, as happened with the Gith them. You must feed this way at least once a week. If you
(they revolted and still hate illithids). The entire Mind Flayer don’t, you suffer from one level of exhaustion and one mad-
culture is built on acquiring thralls to do their bidding. ness for each week you have gone without feeding. These
Unique Physiology penalties go away when you devour a brain.
Languages. Illithids generally communicate with their te-
Illithids have a strange life cycle due to their origins in the Far lepathy, but when written language is necessary, they use a
Realm. They are spawned in the central pool of their com- series of ridges and grooves (similar to Braille) called Qualith.
munity as tadpoles, then the tadpoles are inserted into living Mind Flayers read Qualith by running their four tentacles
host thralls. The tadpole devours the brain of its host and over the script. You can understand any language through
then begins to morph the body of its host into that of a mind telepathy, and you can read Qualith.
flayer. Thus, no illithid has a childhood. Isn’t that sad?

Illithid Names Roleplaying an Illithid


Illithids tend to be lawful evil, but like all racial ste-
Mind Flayer names are impossible to convert to written or reotypes, some do break the mold. This doesn’t get
spoken language, and are instead expressed exclusively in around the fact that Illithids require sentient brains
thought. However, some mind flayers adopt more easily as food, and that is almost by definition an evil act.
pronounceable names when dealing with other races. Perhaps a good Illithid only eats the brains of convicted
criminals, or only of other “evil” races.
Mind Flayer Names: Aurangul, Cephalossk, Drukt, Drusiss,
Lugribossk, Quoor, Ralayan, Sardsult, S’venchen, Tharcereli,
Tobulux, Zellix

Illithid Traits
Illithid characters have these traits.
Ability Score Increase. Your Intelligence score increases by
2, and your Constitution score decreases by 1.
Age. Illithids mature quickly and live for a very long time.
Longer than you think.

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