Invent a new race right now. It doesn't matter what it is, so long as it's not in a standard D&D Player's Handbook.
You can make it as complicated or simple as you want, I just want to hear ideas.
Any setting is fine, obviously
In a land where Ambitious Healers and Necromancers work side by side in order to find a true cure for Death, an entirely new form of Undeath is created that can only be raised by the ashes of a living person in order to help those who decided to Incinerate their bodies once they died. Sandmen are Sentient Ghosts, which are Uncommon in Mage Guilds, but these Ghosts are Blue, have a Cosmos/Space/Vortex kind of light emitting from them, and leave a trail of sand wherever they go. Luckily the sand quickly disappears once just a few seconds after the Sandmen stands or walks by.
As Ghosts the're incapable to non-enchanted Physical Weapons and are either Immune to or heavily weak against Fire attacks. Their place in society is that of any other undead, Under close supervision of the Mage's Guild.
Roughly person-shaped empty sacks of leather made from a patchwork of human skin. They create more bagmen by capturing people and collecting human bodies for their skin. They're semi-nomadic, typically congregating in roving bands that prey on travelers with predatory cunning, often luring them into ambushes and traps. They cooperate and set up primitive campsites, and no-one's sure why, since bagmen never speak. A bagman can repair itself with harvested skin and non-human cloth, but knows the skills of the people it's made of. Bagmen made from former soldiers often can be seen sporting the same armor and weapons they used in life. Normally just a nuisance, bagmen often take advantage of major battles and other mass-death events to swell their numbers, sometimes creating hordes that can rampage through the countryside and threaten mid-size settlements.
Simple, weak constructs that can be created even by amateur witches and occultists, but have a nasty habit of developing self-awareness and/or independence in careless hands.
A race of living curses. They take the form of a symbol tattooed on the victim and possess whoever they're on. They can move around on the skin and can leave the body for others as long as they're touching the new victim. The symbol can shrink or grow, but can't change shape or get smaller than a certain size. They can continue to control a body that died for several days after its death to allow them to find a new host. They cannot posses an already dead body, animals, or anything not sapient. Any children conceived while possessed is born with the curse, allowing them to reproduce. The newborn curses generally leave the baby immediately for a more suitable host.
Light purple transluscent skin wrapped around a bony frame they build entire civilizations in dungeons. Slipping through nooks and crannies in every surface they can have a fully functioning civilization right under the nose of any monster or adventurer confined to the obvious open spaces of any dungeon. Unique to their race is a vast array illusory magic they use to keep their suprisingly vast communities invisible to the naked eye.
Body would be similar to a legless drider made of rock or earth. They're basically a tiny sentient celestial body. Their hot molten core, hidden at the center of their round abdomens, controls their suspension from the ground, the shape of their body, and their gravitational force. The can change shape at will, but most choose to have an idealized torso of whatever sentient race they live close to, and their abdomen is always there.
They can easily redirect projectiles thrown, pulling such items into their orbit and releasing them. Particularly powerful ones can fly or even leave the earth's (or whatever planet people use for their D&D settings) own atmosphere.
It's unknown how they are born, but one or two will appear every meteor shower. When they appear they are fully grown, but have little memory of life before reach earth, and if they do its mostly about the void of space. They are generally smart, and quick to adapt the customs of their host culture, but very naive
Mushroom people. High regenerative properties, smell kinda weird and have rubbery, squeaky-when-rubbed flesh.
Make underground homes under the roots of giant, magic-infused trees. New communities grow the tree before moving in.
>Self-aware Fortress Golems that have smaller golems living inside to maintain the greater being
Aralians are not native to this plane, but to one of the numerous planes between Earth and Air. A vast, nearly lifeless plane of dust and ash, with the wind that never stops blowing, and where the sun never shines through the clouds. Time is hard to measure, as there is no change in surroundings, from light to dark or vice-versa, of growth or decay, of creation or destruction, just endless dusk and grey.
The All, as they call themselves, travel in large groups, endlessly tracking for food, water, shelter, or anything but eroded rock and flat plains that surround them. They have evolved countermeasures, to avoid going insane. The inability to understand change is but one of them.
They are a humanoid race, of exagerated and subdued characteristics, with overly pronounced fingerprints and hair, pastel looking skin, single color eyes, and are generally expressionless.
They are unable to comprehend grand change, even though they can welcome a change of circumstances. Change is seen as faulty memories, as what is currently seen has always been. What is, has always been, and what was, is what is now. What will be, is also what is now. What I want, may never be, unless I find that it always was.
People of their race tend to groupthink to a degree that is disconcerting and almost immoral to other races. Good and Evil could be translated as 'What we are doing' and 'What we are not doing'. All that end up being imprisoned end up acting violent and rude upon release, while if they were instead imprisoned under the guide of a community group, would quickly be seen to volunteer and act in support of the community. If one All was moved from a Good environment to an Evil environment, they would have no issue acting evil, however they would remember that they were 'What we are not doing' in the past, likely causing large psycological distress.
A Aralian acting against the interests of a group he is traveling with is unknown, except in cases of severe mental distress, or magical compulsion. They make terrible spies, but wonderful informants if you capture them. Doing so, leaves them feeling ever betrayed, even if they were rescued.
Their lifespans tend not to be measured in years, but in errors of judgement, and incorrect memory. Too much, and they start disbelieving everything around them, eventually becoming insensitile, quickly leading to death.
Umbran, a race created by the Unseelie Queen. Air, darkness and flesh melded together. Umbrans have colourless skin and eyes resembling inky pools of darkness. Curiously they see as well in dim light as we do in bright, and in bright light and darkness as we do in dim.
There are two subraces of Umbran. the Cimmerian and the Stygian. Cimmerians are capable of siphoning light and later expelling it as a unique halo of dim light which adds features to their otherwise unremarkable forms. Stygians are sadistic creatures that are protected by shadows. Shadows naturally bend to obscure their forms, and darkness occasionally bursts around them in times of dire need.
In the distant past, these strange folk came to the lands of the humanoid races. It is unknown if they came up from the sea bottom or the deep caves, but they have taken their places in the societies of men and elves.
Proteans are essentially sentient blobs of jelly. Capable of taking any shape, while amongst humanoids they often mimic the humanoid form as best they can, forming a rotund body kept aloft by two thick round legs and sporting two arms ending in round hands. Proteans come in various bright colors, from bright red to green to purple, and are faintly translucent. "Organs" of a sort can be barely seen floating in the ooze of the Protean, various useful structures that form and reposition themselves wherever needed. A Protean can form any number of appendages as needed and can squeeze through spaces as small as two inches in diameter. They typically "stand" at a comfortable 4 feet tall, but can stretch themselves as high as twice that with little effort. Proteans can see, smell and hear as well as most humanoids, and can speak by forming "mouths" and other verbal orifices.
Proteans are generally curious and adaptable people, able and willing to take up any profession that will have them. Proteans are fond of city life, but can be found in all sorts of places. Typically Proteans avoid desert areas, as they are susceptible to drying out in the hot arid environment, but with appropriate precautions can exist there for a short time as necessary. Protean explorers enjoy delving into dungeons looking for lost treasures, often travelling in large parties.
Creatures made of thick, ink-covered paper. When a new Intruusii is born, it is absolutely bare, but as it experiences life and makes decisions, markings of ink begin to form on their skin. They can cast minor magical spells, the particular spells depending on what markings they have.
And the PCs eventually figure out there's been an ancient primordial scarecrow pulling the strings the whole time.
Short and stout fey cut out from their home world, slowly drained of most of their magical heritage. They are renown for having the fantasy-equivalent of a McDonalds, having level 1 tanuki wizards maintaining all the food using grease, mage hand, prestidigitation, and low-level fire spells.
Forgot my picture.
8-foot-tall mountain dwelling humanoids that grow rocky outcroppings on their bodies. These rocky growths slowly engulf and consume members of this race until and the end of their lives, they essentially turn into statues. Some members of the race venture out of the mountains near the end of their lives to meet their end by some other means, but others stay at home and try to hold a specific position for long enough to die in that position.
Basically spirits that are born from sleeping gods. They are little more than reflections of the gods themselves. When a god sleeps, it dreams, and it's body heat is literal unspent energy. So sometimes under the correct conditions, a spirit is born.
They are like ghosts, lacking no body, yet are a conglomeration of random memories from the god they were born of. They have no physical form, usually consisting of spheres of light, reflecting a color that's reminiscent of their parent.
They are known for animating suits of armor, or the bodies of the dead. Pressing these crude machinations into service so they can serve whatever purpose they believe in.
Racial Hit Die D8
Half-spirit +3 AC
+2 Cha, +2 Wis, -2 Str
Immune to diseases.
Cloud Form- May abandon physical form, becoming immune to physical damage. Doing so deals 1D8(per level)+4 damage, as ripping yourself from a vessel is a violent action. While in this form, you can fit through most cracks, under doors, through keyholes, etc. If one does not resume a physical form in 1d4+2/level turns, one starts to take damage in the form of spiritual scarring and energy radiation. 1d4, every turn (6 seconds). The physical form you may take can be any sort of vessel, armor, canteens, corpses, and even lanterns, though any bonus' or detriments, you will have to discuss with your GM. For short jaunts where one is in a temporary vessel, or one intended for non-combat, stats are mostly unneeded. In addition, while in this form, the spirit takes 1.5 times more damage from magical attacks.
As a more physical description imagine that halo of light you see behind pictures of Jesus Christ. When they are in a corpse they kinda look like that.
Oh, neat. It's rare to find tanukis and not have them be about shapeshifting or giant scrotums.
Favorite part of Japanese mythology, but I like the blend together both their mythological side and their real life counterpart. Unfortunately, male and female tanuki art is rare to come by.
The Lingering, these are not mere walking corpses. Rather than perish and their souls move on, some find the strength to hold themselves into their now decaying bodies with the aid of the distortion they cause in the world, they have kept very well preserved unlike other Undead.. Forming a class of undersirables and miscreants, those that linger and continue to do so, are possessed with a purpose or charge that prevents them from expiring, as they should have. Instead the lingering roam the earth living as nomads attending to their agendas, try to find absolution in the wilds beyond the veils of the living, or make use of themselves to the rich and powerful as the perfect courtiers to many tasks. Many more, come to find that death is denying them, so they must wait for their second time.
When becoming one of the Lingering, you lose your race along with anything it granted you.
The Triumph Over Life:
Have no need to sleep, to eat, to drink water, immune to poison, immune to disease, immune to exhaustion, immune to all drugs/alcohol, and immune to all magical manipulation affects. (i.e can't be frenzied, put to sleep, charmed, thought controlled). Also they have no working body parts of any kind.
The Immortal Coil:
A Lingering can only be destroyed if their ripped from their body, by competently destroying it. If you can expel their soul or destroy their soul they will be compelled to find and possess another corpse, living on.
The Dread of Denial:
You have great ability to intimidate and drive many to distress by the fact you live on. Your eyes show the beyond denied to you, but not to most.
What do you call souls that forced to inhabit dead bodies then?
This ain't edgy, trust me. Edgy would be how they feel their body falling apart and how maggot are crawling in their skin.
Desert dwelling people that look like mummies. They're covered head to toe in a natural wrap of fleshy bandage like tendrils. They have no mouths and only two small openings for odd looking eyes.
Underneath these wrappings there's no actual humanoid figure, but rather a series of worm-like creatures with the tendrils coming off them. They work together in as gestalt whole governed by a core tick-like creature in the middle of the torso but that can move around throughout the body. The tendrils are for protection and holding water. They extend at night to collect dew.
Culturally they're rather individual and isolationist, living mostly in small tribes. Friendly enough to outsides and rather amused by them trying to move in on their lands since they tend to suck at fighting them in the desert. They're a little bit Fremen, but not so zealous.
The most enigmatic denizens of the desert, they're often called simply Cactusfolk. The collect in great, silent forests of cactus, dormant for much of the year. But after the great rains come, they awake en masse and take up their yearly trade routes, ferrying goods and people across the otherwise impassable desert. The bazaars they set up are always much anticipated, full of colorful stalls and exotic goods.
About 2-3 feet tall. Ill-tempered. Resemble the common European Badger, but bipedal. Tend to keep to themselves, but can be fierce fighters if they need to be. Very passionate about politics. Not magically inclined at all. Have a very long, complicated history but refuse to share it with any other races.
I've actually done this once before. Let me see if I can remember everything about them.
An alien race, not humanoid in form, but distinct and wholly their own. Their entire species communicates through musical tones, at least that's what it would sound like to us. And it would sound like the most beautiful thing you had ever heard. All thoughts and emotions could be transferred through their songs. Even their architecture is designed to help the songs reverberate and last as long as possible. When one of their species is close to death, it gives its last song over to the people, singing into a container designed to allow the song to forever echo inside of it. It is seldom if ever opened so as to preserve it for as long as possible.
Their warriors have sworn an oath of silence because sound is precious to them and should never be used in anger or violence. So their warriors never sing another tone, their last song safely housed in the special containers before taking their oaths. They train to create no sound at all, even when they move, and if you ever see one it is too late for you. They are known as Silence.
On the opposite side of this spectrum are the Shriekers. Members of their species who broke their ancient laws and sang a song so load and at just the right pitch that it can kill those who hear it. They are outcasts, marked for death and hunted. All record of their songs stricken from memory.
I think this is as far as I got with them, never gave them a name or completed a design for them
Dolphins. Not fucking dolphin people, just fucking hyper intelegent Dolphins.
Having humanoid only races is just lazy. Hyper Intelegent Dolphins are the way of the future, Morty.
The city's sewers have always been a disgusting and dangerous locale - while their revolutionary construction initially saved thousands of lives and almost brought the capital into a golden age, lack of maintenance and the attractiveness to criminals and subhumans of a hidden undercity caused it to fall into ruin. In the deeper parts of the sewers, there are things far more sacrilege than ratmen and cutpurses.
The mage's guild concluded they arose from an unholy mixture of corpse remains and alchemic backwash from the city's practitioners. The mess of bone and sinew and fat and flesh, teeming with life in its own way and... altered by the arcane leavings of a thousand apothecaries - initially the only signs of anything unusual were the missing people, while by no means out of the ordinary in such a squalid place, the numbers had risen tremendously and no corpses were ever found. Whispers of a floating corpse, a floating RAFT of corpses, twitching, muttering, moving.
Not even the cutpurses use the sewers anymore.
Far to the north in a land of ice, the Drumvali people dwell in towers of stone. Long ago, when the world was otherwise, and elder stars still shone, the lands of the Drumvali were hot and humid, and swathed in jungle. The Drumvali built a great empire in that time, growing rich from war, trade and the pursuit of deep magic. Their capital city, Bangaro, was the envy of the world; a sprawling metropolis of steeples and spires, every home a palace, every citizen a king.
But the stars changed, and the world with it, and the jungles of the Drumvali grew cold, and withered. Snow came, and ice, and before long Bangaro rested beneath a frozen sea, a mile deep. So ended the golden age of the Drumvali, and history marched on.
Yet the ragged descendants of the Drumvali still cling to life in that waste, huddled in the highest towers of their ruined capital. They have survived through the use of preserved magic, instructing their strongest children in a heathen fire-cult. These children learn to channel fire through their bodies, heating the towers of their families. The lives of these children are short - ten years at most, before they are totally spent. But their sacrifice is enough to let the Drumvali cling to existence just a little while longer.
Though their lives are grim and cold, the Drumvali do not shun outsiders. They will teach eager pilgrims the secret of fire, but at a cost. Would-be channelers must venture below, into frozen Bangaro where the Drumvali themselves dare not tread, to retrieve artifacts of their bygone age. These the Drumvali hoard above all else, for even now they dream of their empire's rebirth, and a return to the days of elder glory.
>Rick and Morty
I'm obsessed with the Gromflomites. An insectoid race that makes up the bulk of the armed forces and bureaucracy of a galaxy-wide (one sided) federation of planets is pretty neat.
A race of 7 foot tall creatures with four arms, solid white hair, silver colored eyes, blue skin, and almost comically large elvish pointed ears. Legend has it they came into existence when a god pleasured himself while watching young nubile virgins bathing in a stream. His ejaculate landed on a piece of blue calcite, and from this stone the first Stone Bone arose. The exact hue of their skin, eyes, and hair varies from individual to individual. Some can have skin so pale it's almost white, while others have skin so dark it's solid black. Their eyes range from milky white to solid steel grey. And although some individuals can have colored hair, it is never darker than a pale pastel shade. But their color range is much broader than that of humans, it's not unusual to see an individual with pale green, purple, blue, or pink hair. When seen by an entity that can see into the ultraviolet spectrum, their hair and eyes are iridescent and shimmers with thousands of tiny reflected rainbows when in contact with any kind of light. Creating a mildly hypnotic effect to those who can perceive it.
Although they are highly adaptable and can live quite comfortably in any habitat, they can only truly thrive in caves found in high mountain tops located in icy snow biomes. These creatures ferociously defend their territories from outsiders, giving them a fierce reputation. They are highly skilled warriors, as they often spend the long lonely winters sparring and practicing strategy and tactics to fend off boredom and stop frustrated spirits from spilling into inter-clan conflicts. However, as long as you seek permission before entering, and offer fair trade with them, they are fine with allowing you to travel through their territory, as long as you keep it short.
Male Stone Bones and female Stone Bones are indistinguishable from each other to outsiders. Mainly due to the fact that the only time females have breasts is when they are nursing newborn infants.
Mildly psionic balls of fur that are mostly mouth and eyes. Float and manipulate objects using telekinesis, but this power generally isn't strong enough to move more than the average person could with a single arm, though it also never tires. The floating is constant but can't be more than about a foot off the ground.
Created by an incredibly powerful psionic race to act as servants, said race died or vanished leaving these furballs to float around the slowly decaying remnants of their empire rather uselessly. They're rather dim so they don't know how to use hardly any of the shit the masters left behind and don't really care too anyway. They just want to eat and screw with their powers.
Occasionally one is born smart/more driven or is pushed into it by some leftover of the master's empire and goes off exploring. While built to be friendly and helpful, most tend to be disturbed by their appearances and power so they tend to get killed or re-enslaved pretty quickly when they do this, but some adapt and survive.
Sentient jellyfishes which developed symbiosis with a coral, creating a calcium exoeskeleton to better manipulate objects and even crawl on dry land.
Some do say they look like anorexic giant crabs.
Like smaller versions of dragons with pig facial fetures, instead of hoarding treasure they just collect bits of useless junk and are convinced that all of it is useful and important, needs a name thou.
Sentient fungus that use dead humanoids as hosts. Not evil, but seen as abominationg by society. Can pass for a healthy humanoid with a proper disguise, if you ignore the sweet moldy scent.
Trolls are human in shape and form, but they have skin tones that range from grays to dusky blues. They are extremely swarthy, with very hairy bodies. They're facial features are feral and animalistic. Trolls possess large downward slanting almond shaped eyes. Their noses are broad, like a tiger's. They have extremely sharp canines, and some males even have small tusks. They have two horns atop their heads that range in size and shape. Their ears are large and pointed, like a dog's, but they point downward like a floppy eared rabbit's. Their eyes, nails (which aren't unlike claws), hair, and even teeth are all black.
Trolls live in tribal societies. Some tribes grow large enough and consider themselves kingdoms. They fiercely protect their own territories from human, elven, orcish, or dwarven intrusion, but trolls never war with their own kind. Women and men are treated equally, and they both hold positions of political power. Wisdom and strength comes with age (they're biologically immortal), so the elder trolls tend to rule.
Trolls are physically taller and heavier than the other races, and they are thus considered very dangerous in melee combat. They are just as threatening at range with heavy longbows that only their strength can draw back fully. Trolls are also generally more skilled with transformation and shapeshifting magics than the other races, though they aren't as good at controlling the elements or channeling energy.
A race of composed of groups of cylinders that form a vaguely-anthropomorphic figure: they appear to be constructed of a hard, crystal like substance that is unnaturally smooth. They have no obvious facial features or other orifices, and it's unclear how they obtain nutrients; they do not speak vocally, but through an elaborate gesture system using their rudimentary limbs. Tend to think in circular logic.
The Cylinder People appear to have been made by some deity (or at least that's their excuse for why they're so alien compared to most of the other creatures of the world) that didn't get the MO that the plane's theme would be mostly "fleshy, meaty" inhabitants, and sculpted their crude form as an afterthought after realizing that he didn't actually contribute anything to the worlds' presence. They vaguelly know of this, and have a love-hate relationship with said deity as he clearly half-arsed their existence, yet also unwittingly blessed them with a bunch of interesting and unique attributes. To make up for this, said deity is usually rather receptive to their many complaints and criticisms through their tribal "Spirit-Cyl". They have just recently discovered how to use tools in spite of their lack of opposable appendages.
First discovered by a mad summoner, toons are capable of violating standard physics. They either fail to understand or fail to care about the fact that most of there victims fail to react the same way as they do. In many cases they have caused mass fatalities with usage of exploding projectiles, musical instruments rigged from height, and gross abuse of smithing gear. They are highly damage resistant, with stab wounds being negligable and blunt trauma often only stunning them momentarily. Magic too tend to have inconsistent results on it, sometimes fire will turn them to ash, sometimes it will set them on fire, other times it will simply leave a coating of ash on there face, or they will even reform from the ash pile. Books and paper tend to ""normalize"" reality around them, preventing them from performing many supernatural feats.
In addition, water is incredibly destructive to them, capable of dispersing them across a wide area.
They occasionally bring weapons and equipment into this world, which retains its odd qualities even after its host has fallen. It is highly advised that this equipment not be used due to its inconsistent nature. There is no way to tell when you swing a toon sword whether it will cut your foe in half, turn them into sushi rolls, begin singing a love song, or snap at the handle leaving you unarmed.
In some cases, after being summoned into this world, they will reimerge on there own and bring others with them. The only reason this has not had catastrophic ramification is there warped sense of morality, rendering them indifferent to there slayer, in some cases later greeting them cheerily while acknowledging there prior death. When questioned as to there goals in this world they give inconsistent answers including but not limited to: Vacation, rabbit hunting, bird watching, retirement, and farming.
I like the idea, but if you spin them as creatures of intellect (A-la Bob the Skull) that retain some ability to make constructs from works of fiction (Like toon weapons and such) you get a much broader range of abilities as well as retaining some originality (Even if it is only by mixing existing themes.)
>"Ara ara. You wouldn't be attracted to an old raccoon like me?"
simply a new evolutionary state of mankind, Homo-Neo-Sapiens or whatever (im bad at creating names)
basically all treats that humanity already has throughout evolution, but leveled up.
Tall. Lives longer. even more pale skin. not a single hair anywhere. not very muscular, no toes.
Large, goat-legged humanoids that live in rough, rocky terrain. Physically larger and stronger than most races, but lacking in technological advancement. They have a complex caste system based off of the shape and size of their horns. They are often used as mercenaries by other civilizations.
They'd make some pretty overpowered monks
Nature is a rather ridiculous thing.
On one hand we get Pandas, who can't even hardly feed themselves and don't know how to mate.
On the other hand, we get crazy ass Kung-Fu shrimp that can actually punch fish in half.
Descended from pangolins, they cultivate giant ant colonies for their consumption. They're a relatively peaceful people, largely do to being able to shrug off damage from nonmagical sources with ease thanks to their natural armor. They're friendly and mildly curious, but tend toward fortification and defensive mindsets.
Most Ant Farmer communities are lead by shamans and druids, but those without are lead by tribal councils.
Fuck Pandas. I'm sick of people trying to save pandas. They're shit animals and they are too stupid to keep existing.
Coyotes are good animals. Strong, adaptive. They ain't going nowhere. It'll be us and the coyotes when the earth cracks in half, and they'll get to mars before we do because they'll fuck wolves like it's their business
These small evil sprites flit about and speak to soldiers in time of peace, inciting hatred and violence.
A race of Crustacean like people that primarily live in great underwater cities, but also have a few coastal towns that they use to trade with the land dwelling races. Their buildings and the areas their cities in are strange as they are designed with annual flooding during the monsoon/ hurricane seasons in mind; their towns' roads becoming rivers and sea life floods the streets. This is considered a time of celebration by these peoples, as they are more comfortable under the waves and in a wet environment than above land.
Their dealings with the other races have been somewhat strained, as their strange customs developed in the great oceans of the world have given them a reputation as a backwards and generally poor if well-meaning peoples.
They are mainly a lawful neutral race, standing, on average, at five feet tall, with armored exoskeletons ranging from a bright orange patterning to a deep blue. Their religion is based around the worship of great elder animals living in the deeper oceans they come from, which are viewed as great wise beings that some rumour can be communicated with.
These Crustaceans can be found in a rather limited field of work due to their proclivity for the ocean, ranging from various forms of fishers, sea-farming communities that grow edible corals weeds and muscles, and navigators. Rarer instances of this race also includes the treasure hunter, usually going after sunken ships, and the more ambitious going after deep sea predators that hoard treasures themselves.
A four tentacled monster with a large spherical body covered in mouths. Hears through physical vibration, and communicates by "WOLOLOLO"ing. Each tongue has a different potency of neurotoxin, and the most potent tongue is almost always random. Has gelatinous, slimy skin. Is in a constant state of farting. Smells sterile; vaguely like lilac.
Likes long walks on the beach and pina coladas.
>communicates by "WOLOLOLO"ing
So they change their external coloration on a regular basis?
Squilth, Blue Squid faced humanoids that emerged form the sea one day, having no memories of where they came from and who they were they were enslaved for near 100 years until recently they were freed. Use em in a fantasy setting.
A race of reptilian amphibians with elongated snouts and small teeth designed for tearing softer flesh, they live beneath the ice sheets resting on the waters to the north and are the subject of myth fueled by the rare sailor passing perilously close through their breeding grounds. While individualistic and anti-social they live in close proximity and will often work together for mutual protection due to their breeding habits, typically revolving around burrowing into icebergs below the ice, filling their nests with air pockets, and raising their young until they can hold their breaths long enough to swim to the surface. Their culture is rather warlike and tends to revolve around hunting Icebreakers, a large species of squid that both preys on their eggs and commonly finds itself as a foodstuff in larger feasts.
While somewhat capable of intelligence, their level of technology has not proceeded beyond the refining of spears into shapes that more readily pierce the waters and a simple language consisting of grunts with only several words having crude symbols as their written counterparts.
Sorry for the shit grammar, I've been awake since yesterday.
Yep. Already stole this too from some anon a ways back for a Dark Fantasy setting I was working on for a bit. Been looking for more stuff in the same vein to keep adding.
Ahaha, I've just been writing up an entry for this exact piece of artwork. Have it in a bigger resolution BTW.
A group evolve from those that prey on their own kind, Wendigos are physically elongated and gaunt with dark grey skin.
Their pale red eyes, like glassy orbs, can see in near total darkness (Nightvision/Darksight).
Their hands have elongated, clawed fingers which they use to tear their preys flesh (natural weapons, 1d4 damage)
They have a ''base'' race, from which they are descended (Base modifiers and bonuses)
Their hunting tendency results in them being either remarkably fierce (+2 str, automatic athletics prof.) or remarkably keen-eyed (+2 wisdom, automatic perception prof.)
They are widely reviled by those who know of their origins but they can disguise their appearance to pass among normal people. However, they can only consume the flesh of their ''base race'' and get nourishment from it. Any other foods are pointless to them.
Horsecrabs. Sentient beings that humans find inherently repulsive and disgusting they are large (about 8 feet tall, similar body shape to a crab) multi-limbed insectoid beings. Despite their horrifying visage they are actually a gentle and kind race, their general response to violence against them is to pick up the offender and move them somewhere else. Unfortunately every facet of their existence from their appearance, to their speech, to their method of eating horrify and disgust humans to the point where humans are practically instinctively driven to kill them.
Crustacean people. Eat and breath by sucking water across microfilment lined esophagi. As opposed to evolving faster, stronger or tougher, they evolved smarter, camouflaging themselves more and more elaborately until they eventually developed the smarts to build themselves sets of armor and living in communities to help each other.
A floating orb that attracts materials around it to form a "body" Being an orb, it mainly is a singular eye, but when it needs sustenance it can open to reveal a mouth, but temporarily becomes blind during this process, leading to many tavern keepers being wary if serving them food.
Once upon a time!
Your mother went to the past, from the future, and fucked a robot that was from an unaligned time space anomaly- the result was her having a little of robot spider babies that ravaged and took over the planet. Eventually they came together as newer bigger robots, and now they are the true rulers of what is left of mankind.
Short bipedal humanoids with thin, lanky limbs. Completely faceless, their culture revolves around masks which gives them facial features. Ones without masks are considered the lowest, poverty. While the highest in the village will have the most detailed and extravagant masks. Brightly colourled and accompanied by headresses. They are extremely skilled at assassinations, their short height takes people by suprise who are accustomed to fighting average height opponents. Their small bodies make them stealthy and hard to see. They would be mostly mercenaries but after centuries of being separate clans, they united to create their own state. Learning farming and medical techniques from neighbouring lands, or stealing it.
very restrictive diet, and a life of permenant socal ostrazation and need to hide is kind of a drawback, anon.
think tokyo ghoul. that's more or less what he's made here, minus the glowy tentacle powers, but with some decent claws instead.
Bird people who are obsessed with controlling the weather, because the gods hate them and constantly throw lightning at their homes. Their mages and priests would probably look something like pic related.
>Death god decides to try their hand at creating life for once
>Creates a race of humanoids that look like skeletons but are actually living.
>Sets them loose to commence the spooky-ing
A race with their eyes in their hands. Their eyes are so strong they can see down to microscopic levels. Shaking hands is a strong tradition as it allows them to analyse many small tell-tale clues left behind that in their culture reveal much about yourself and much analysis can be done by simply running their hands along a surface.
Chimeras. The sole defining trait of a chimera is its ability to reproduce with any living, biological creature capable of sexual reproduction, and somehow produce a viable offspring with traits from both parents.
One would imagine that the first chimera was indistinguishable from a normal creature, and no one knew until it committed some depraved act of bestiality and accidentally invented mermaids. Which raises the question of how many non-hybrid chimeras are running around, being raised as normal members of the species they otherwise perfectly resemble, completely oblivious to their one unique racial trait because they aren't into fucking fish or whatever.
One would also wonder how the fuck anyone would know this is something abnormal, if Chad the Definitely Human fucks an elf and makes a half-elf, then fucks an orc and makes a half-orc, and everybody just figured there's maybe a 1% chance of hybrid babies making it to term and Chad is just a lucky fucker.
Not that this would ever matter to the players, since they'd just use it as an excuse to play a Minotaur or some damnable fusion of a scorpion, a dragon, a lion, and a goat with enough special abilities to make Superman green with envy.
Actually, dicks, it's more complicated than "Hurr! They don't know how to propagate their dying species, durr!"
Not all species are like humans in that you can just dump two of them in a box and expect them to reproduce.
Since pandas are rare and their population spread across the world, sometimes they never meet another panda that just, like, gets them, you know?
Sounds good to me
Levitating shapeshifting beings that constantly cycle through geometric shapes of all kinds. Their form is amorphous but can instantly harden and change it's properties.
Although it's impossible for them to wield normal tools used by other races with their constantly appearing and disappearing pseudopods, if they consume an object by absorbing it though their skin they can recreate it with their own body in a fashion.
Fractalfolk can even consume magic items and recreate the items abilities through their pseudopods.
Although they possess a strange and chaotic form, they gravitate towards large towns and cities and enjoy the cultures of other races.
Normal physical contact is not dangerous and feels sort of like vibrating silly putty, but they can turn their body into a spike ball if threatened.
That's what the one I'm talking about was like. They look like skeletons, but looking closer shows they have skin tightly stretched over the bones. All of their organs are in the skull.
It's interesting to note that in your image, the rifle that the 'anti-furry' is using to kill the fursuiter makes a direct tangent to his groin. The artist must not have realized it, but he is having his 'hero' metaphorically fire off his cock at the fursuiter. He is stating in no uncertain (though apparently concealed from him) that fursuiters make him want to come.
The artist of that pic is a closeted self-loathing furry.
Just remember, toon things are hillariously inconsistent, a stick of dynamite, when lit might fizzle out, detonate in your face immediately, work as intended, or create a giant mushroom cloud of nuclear proportions upon detonation.
Sentient stickmen created by humanity as a slave race, now free from oppression. They are very frail, yet somehow very strong. Their blood is used as an ingredient. You want a firebomb? Use stickman blood. You want a bomb that snap freezes things? Stickman blood. You want a coating that will damage the very soul of the enemy? Stickman blood. You want cake? Stickman blood.
Stickmen cannot use magic, but through the use of their blood, they might as well say that they all have magic capabilities
Nautilus race with gill and lungs. Naturally psychic and can levitate a foot off the ground, but not telepathic. Jump checks and similar skills are determined by wisdom instead of strength and intelligence instead of dexterity. Communicates by moving tentacles with bioluminescant tips. Basically sign language. Penalties to strength (double normal racial penalty) and bonus to constitution as they are a hardy species but lack the limbs and muscle structure other creatures their size have.