Monstrous Races

Bugbear

Largest of the various goblinoid races and natural ambushers.

RACIAL TRAITS

Average Height: 6’10” – 7’2”
Average Weight: 250 – 300


Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Intimidate, +2 Stealth
Oversized: You can use weapons of your size or one size larger than you as if they were your size.
Predatory Eye: You can use predatory eye as an encounter power.

RACIAL POWERS

Bugbear Racial Power
Predatory Eye
You maneuver into an advantageous position and strike your foe with ruthless determination.
Encounter
Minor Action
Personal

Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.

Doppelganger

A creature with a mutable form, able to shape itself into a double of any person it observes.

RACIAL TRAITS

Average Height: 5’7” – 6’0”
Average Weight: 120 – 160

Ability Scores: +2 Charisma, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common

Skill Bonuses: +2 Bluff, +2 Insight
Change Shape: You can use change shape as an at-will power.
Mental Defense: You gain a +1 racial bonus to your Will defense.

RACIAL POWERS

Doppelganger Racial Power
Change Shape
You alter your form to look like some other humanoid.
At-Will Polymorph
Minor Action
Personal

Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual.

Dromite

An insectoid race that is deeply attuned to the elements.

RACIAL TRAITS

Average Height: 3’10” – 4’2”
Average Weight: 70 – 100


Ability Scores: +2 Constitution, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Dwarven
Skill Bonuses: +2 Perception
Energy Ray: You can use energy ray as an encounter power.
Energy Resistance: Choose one elemenet: cold, fire, lightning, or thunder. You have resist 5 to the selected element.
Natural Armor: You gain a +1 racial bonus to AC.

RACIAL POWERS

Dromite Racial Power
Energy Ray

You send up a ray of the element you are attuned to.
Encounter Cold, Fire, Lightning, or Thunder
Minor Action
Ranged
3
Target: One creature
Attack: Intelligence + 2 vs. Reflex, Wisdom + 2 vs. Reflex, or Charisma + 2 vs. Reflex
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
Hit: 1d6 damage, and ongoing damage equal to your Charisma modifier (save ends).
Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. The element you selected for your energy resistance racial feature also determines this power’s damage type: cold, fire, lightning, or thunder. These two choices remain throughout your character’s life and do not change the power’s other effects.

Gnoll

Primal and instinctual creatures that hunt in packs.

RACIAL TRAITS

Average Height: 7’0” – 7’6”
Average Weight: 280 – 320

Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Abyssal, Common

Skill Bonuses: +2 Intimidate, +2 Perception.
Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
Ferocious Charge: You can use ferocious charge as an encounter power.
Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.

RACIAL POWERS

Gnoll Racial Power
Ferocious Charge
You lunge toward the enemy and, with a tirade of curses, unleashing your wrath upon your hapless foe.
Encounter
Standard Action
Personal

Effect: You charge and deal an extra 2 damage on a sucessful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.

Goblin

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RACIAL TRAITS

Average Height: 3’4” – 3’8”
Average Weight: 40 – 55

Ability Scores: +2 Charisma, +2 Dexterity
Size: Small
Speed: 6 squares.
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Stealth, +2 Thievery.
Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.
Goblin Tactics: You can use goblin tactics as an at-will power.


RACIAL POWERS

Goblin Racial Power
Goblin Tactics
You avoid your enemy’s blow and cleverly slink past his defenses.
At-Will
Immediate Reaction
Personal

Trigger: You are missed by a melee attack.
Effect: You shift 1 square.

Hobgoblin

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RACIAL TRAITS

Average Height: 6’1” – 6’5”
Average Weight: 190 – 240


Ability Scores: +2 Charisma, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 History
Battle Ready: You gain a +2 bonus to initiative checks.
Hobgoblin Resilience: You can use hobgoblin resilience as an encounter power.

RACIAL POWERS

Hobgoblin Racial Power
Hobgoblin Resilience
You shake off an effect that would cripple a lesser warrior.
Encounter
Immediate Reaction
Personal

Trigger: You suffer an effect that a save can end.
Effect: You make a saving throw against the effect.

Kobold

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RACIAL TRAITS

Average Height: 3’6” – 4’0”
Average Weight: 60 – 75


Ability Scores: +2 Constitution, +2 Dexterity
Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, Draconic
Skill Bonuses: +2 Stealth, +2 Thievery
Shifty: You can use shifty as an at-will power.
Trap Sense: You gain a +2 bonus to defenses against traps.

RACIAL POWERS

Kobold Racial Power
Shifty

You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor Action
Personal
Effect:
You shift 1 square.

Kuo-toa

Fish-folk from the deeps and from the seas in Underearth.

RACIAL TRAITS

Average Height: 4’3” – 4’9”
Average Weight: 160-220 lbs.

Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares, swim 6 squares
Vision: Darkvision

Languages: Common, Deep Speech
Skill Bonuses: +2 Athletics, +2 Intimidate
Aquatic: You can breathe normally in water and ignore rough water while swimming. You never need to make an Athletics check to swim.
Slick Maneuver: You can use slick maneuver as an at-will power.

RACIAL POWERS

Kuo-toa Racial Power
Slick Manuever

With a slippery step, you slide past your foe to a more advantageous position.
At-Will
Move Action
Personal

Requirement: You must be adjacent to an enemy.
Effect: You shift to any other square adjacent to an enemy you are adjacent to.

Minotaur

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RACIAL TRAITS

Average Height: 7’1” – 7’5”
Average Weight: 320 – 350


Ability Scores: +2 Constitution, +2 Strength
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonuses: +2 Nature, +2 Perception
Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack before falling unconscious.
Goring Charge: You can use goring charge as an encounter power.
Heedless Charge: You gain a +2 racial bonus to AC against opportunity attacks you provoke during a charge.

RACIAL POWERS

Minotaur Racial Power
Goring Charge
You charge the enemy and gore it with your horns.
Encounter
Standard Action
Melee
1
Requirement: You must charge and use this power in place of a melee basic attack.
Target: One creature
Attack: Strength + 4 vs. AC
Increase to +6 at 11th level, +8 at 21st level.
Hit: 1d6 + Strength modifier damage, and the target is knocked prone.
Increase the damage to 2d6 + Strength modifier at 11th level and 3d6 + Strength modifier at 21st level.

Troglodyte

Primal reptilians who are infamous for their stench.

RACIAL TRAITS

Average Height: 6’ 2” – 6’ 8”
Average Weight: 220 – 320

Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5 squares
Vision: Darkvision

Languages: Common, Draconic
Skill Bonuses: +2 Endurance
Troglodyte Stench: Living enemies adjacent to you take a -2 penalty to attack rolls.

Zern

Ingenious masters of the physical world.

RACIAL TRAITS

Average Height: 5’0” – 5’10”
Average Weight: 135 – 220

Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Deep Speech
Skill Bonuses: +2 Arcana, +2 Endurance
Adaptive Defenses: You gain a +1 racial bonus to Fortitude Defense. Additionally, you gain a +3 bonus to Endurance checks made against disease.
Malleable Form: You can use malleable form as an encounter power.

RACIAL POWERS

Zern Racial Power
Malleable Form
You alter your form to suit the current situation.
Encounter
Minor Action
Personal

Effect: Choose one of your defenses (including AC). You gain a +2 bonus to that defense until the end of encounter.

The bugbear, doppelganger, gnoll, goblin, kobold, hobgoblin, and minotaur races were originally published in the Monster Manual. The dromite, kuo-toa, troglodyte, and zern races are based on races from previous editions and the Monster Manual. Alterations have been made so that it would comply with the campaign setting. All rights reserved to Wizards of the Coast.

Monstrous Races

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