Monster Girl Races for D&D 5E
Monster Girl Races for D&D 5E
Race Pack
Water Soul Salamander Girl ................ 10
Sheep Girl ................................................. 10
1
score increase of 2 to one ability score and an
How to Use this Pack increase of 1 to another.
Welcome to the Monster Girl Race Pack!
This pack is a homebrew supplement to
Languages
Dungeons & Dragons 5th Edition and includes Similarly to the ability score increases, it
a selection of new races that can be used in may be sensible for your character to know a
player character creation. different language to the ones suggested with
Monster girls are a set of creatures that have certain races in this pack. You can replace this
their origins in Japanese media, especially in language with another. Speak with your DM to
manga and anime, with influences from ancient work out which language would work well
mythology. Age and Alignment
Typically monster girls are a mix between a I have neglected to add sections regarding
human and a monster or animal. They are age and alignment to the races below. This is
generally humanoid with several of a given because they may vary drastically depending on
creatures attributes added to them, such as how your DM wishes to incorporate the race
claws, wings or tentacles. into their world. Speak with them to see if they
Despite the name, the races in this pack can have any suggestions, otherwise I would
absolutely be used for characters regardless of recommend treating these races similar to
gender, I have named the pack such as that is humans, with a life span up to a century or so
the most common name used for these sorts of and a tendency towards no specific alignment.
creatures, however please feel free to make
monster boys, monster enbies etc..
And it should go without saying, but if you Apocritan Girl
are a player make sure you check with your
DM before using any of the races in this pack. Apocritan Girl Traits
Ability Score Increase. Your Dexterity
Playtest Version Score increases by 2.
Size. Apocritan girls are often a little shorter
This version of the Monster Girl Race Pack
than the average human. Your size is Medium.
is the playtest version is still far from complete.
Speed. Your base walking speed is 30 feet.
It will probably require several balancing
Hive Mind. You have an uncanny ability to
tweaks, plus the full version will be fully
communicate silently with others. You can
illustrated!
speak telepathically to any creature you can see.
If you use any of the races in this pack I
They don’t need to know or share any
would be extremely grateful if you could fill in
languages with you, but your communication
this short form:
does not give them the ability to respond to you
[Link]
telepathically.
Slow Fall. Your light weight and agility allow
For updates on the pack you can follow me
you to fall more gracefully. You can reduce any
on Instagram and Twitter here:
falling damage you take by an amount equal to
@alexalotl [Link]
three times your level.
@alexalotl194 [Link]
Languages. You can speak, read, and write
Common and one other language of your
Ability Score Increases choice.
Given the recent updates to the D&D rules Subraces. There are three major subraces
in Tasha’s Cauldron of Everything the Ability of apocritan girl: ant girl, bee girl, and wasp girl.
Score Increases listed here are purely Choose one of these subraces.
recommendations based on a typical member
of the races characteristics. Feel free to change
any of these, so long as you still get an ability
2
Ant Girl Ability Score Increase. Your Strength score
An ant girl uses the bee girl traits, with the increases by 1.
following traits replacing the Exoskeleton Exoskeleton Wings. As an action you can
Wings and Acidic Sting traits. use your hardened wings to help you briefly fly.
Ability Score Increase. Your Wisdom score You gain a flying speed equal to twice your
increases by 1. walking speed until the start of your next turn.
Danger Sense. Your antenna gives you a Menacing Buzz. You gain proficiency in the
keen sense for danger and you can’t be Intimidation skill.
surprised while you are conscious. Venomous Sting. Your stinger is a natural
Darkvision. Accustomed to life in weapon which you can use to make unarmed
underground colonies you have superior vison strikes. If you hit with them, you deal piercing
in the dark. You can see in dim light within 60 damage equal to 1d6 + your Strength modifier.
feet of you as if it were bright light and in If you hit with this attack you can choose to
darkness as if it were dim light. You can’t inject your target with venom. They must
discern color in darkness, only shades of grey. succeed on a DC 10 Constitution saving throw
Pheromone Trails. After being with or take 2d4 poison damage and become
another creature for at least an hour you can poisoned for 1 minute. The target can repeat
learn and memorize its pheromones, allowing the saving throw at the end of each of its turns,
you to accurately track their line of movement ending the effect on itself on a success.
in the past 24 hours. You can enhance your stings with venom a
Powerful Build. You count as one size number of times equal to your proficiency
larger when determining your carrying capacity bonus, regaining all expended uses at the end
and the weight you can push, drag, or lift. of a long rest.
Skilled Hunters. You gain proficiency in
the Survival skill.
Beetle Girl
Bee Girl Beetle Girl Traits
Ability Score Increase. Your Intelligence A beetle girl character has the following racial
score increases by 1. traits.
Acidic Sting. As an action you can attempt Ability Score Increase. Your Strength score
to sting a target within 5 feet of you. They must increases by 2, and your Constitution score
make a Dexterity saving throw with a DC equal increases by 1.
to 8 + your Dexterity modifier + your Size. Beetle girls tend to be small but bulky,
proficiency bonus. On a failure the sting hits generally between 4 and 5 feet. Your size is
and they take 1d6 piercing damage and 3d8 Medium.
acid damage and you suffer one level of Speed. Your base walking speed is 30 feet.
exhaustion. The acid damage increases to 5d8 Sturdy Build. You gain proficiency in the
at 5th level, 7d8 at 11th level, and 9d8 at 16th Athletics skill.
level. Tough Shell. As a reaction when you are
Nectar Gatherers. You gain proficiency in targeted by an attack, you can retreat into your
the Nature skill. shell, giving you +2 bonus to AC against the
Exoskeleton Wings. As an action you can triggering attack.
use your hardened wings to help you briefly fly. Forceful Grapple. You have advantage on
You gain a flying speed equal to twice your Athletics checks made in order to grapple a
walking speed until the start of your next turn. target, and as a bonus action while you are
grappling a target you can deal 1d4 bludgeoning
Wasp Girl damage to them.
A wasp girl uses the bee girl traits, with the Exoskeleton Wings. As an action you can
following traits replacing the Experienced use your hardened wings to help you briefly fly.
Gatherers and Acidic Sting traits.
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You gain a flying speed equal to twice your 4. Frost Ray. The target must make a
walking speed until the start of your next turn. Dexterity saving throw and takes 3d6 cold
Languages. You can speak, read, and write damage on a failed save or half as much
Common and one other language of your damage on a successful one. On a failed save,
choice. the targets speed is also halved for 1 minute, or
until the take fire damage.
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you hit with them, you deal bludgeoning
damage equal to 1d4 + your Strength modifier. Draconic Flight. Starting at 3rd level, you
Rejuvenating Formula. As part of a short can tap into your ancestral powers and soar into
rest, you can produce nutritious milk for up to the sky. You can spend an action to make your
two creatures other than yourself. At the end of wings fan out, allowing you to fly for a short
the short rest, any creature that drinks the milk period of time. Your transformation lasts for 1
regains 2d10 hit points. This healing increases minute or until you end it as a bonus action.
to 3d10 at 5th level, 4d10 at 9th level, 5d10 at During it, you have a flying speed of 30 feet.
13th level, and 6d10 at 17th level. Once you use this trait, you can’t use it
Languages. You can speak, read, and write again until you finish a short or long rest.
Common and one other language of your Lust for Treasure. You gain proficiency in
choice. the Persuasion skill.
Magical Claws. Your claws are imbued with
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but spells with a somatic but no verbal Crow Girl
component must be cast from your body, and Ability Score Increase. Your Intelligence
spells with a verbal component and no somatic score increases by 1.
component must be cast from your head. Deceitful Tactics. You gain proficiency in
Messenger of Death. You have resistance to the Deception skill.
necrotic damage. Fast Learners. You gain proficiency in three
sets of artisan’s tools of your choice.
Dark Horse
Large beast, unaligned Hawk Girl
Ability Score Increase. Your Strength score
Armor Class 12 increases by 1.
Hit Points 22 (4d8 + 4) Devastating Swoop. If you fly at least 25 feet
Speed 60 ft. before taking the attack action, you deal an
extra 1d4 damage on all attacks you hit during
STR DEX CON INT WIS CHA the action.
16 (+3) 12 (+1) 14 (+2) 7 (-2) 11 (+1) 7 (-2)
Keen Eye. You gain proficiency in the
Senses passive Perception 11 Perception skill.
Languages Sylvan
Challenge ½ (100 XP) Parrot Girl
Ability Score Increase. Your Charisma
Chilling Impact. If the dark horse hits a creature score increases by 1.
with an attack the target must succeed on a DC 10
Mimicry. You can perfectly mimic sounds
Wisdom saving throw or be frightened for 1
minute. The target can repeat the saving throw at that you have heard. A creature can tell that you
the end of each of its turns. are faking a sound with a successful Wisdom
(Insight) check contested by your Charisma
(Performance) check.
Actions Show-Off. You gain proficiency in the
Hooves. Melee Weapon Attack: +5 to hit, reach 5 Performance skill.
ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Owl Girl
Harpy Ability Score Increase. Your Wisdom score
increases by 1.
Darkvision. You can see in dim light within
Harpy Traits 60 feet of you as if it were bright light and in
A harpy girl character has the following racial darkness as if it were dim light. You can’t
traits. discern color in darkness, only shades of grey.
Ability Score Increase. Your Dexterity Unnerving Magic. You know two cantrips
score increases by 2. of your choice from the wizard spell list.
Size. Harpies are often shorter than Wisdom is your spellcasting ability for them.
humans, but can reach over 6 feet. Your size is
Medium.
Speed. You have a base walking speed of Lamia
25 feet.
Flight. You have a flying speed equal to Lamia Traits
your walking speed. To use this speed, you A lamia character has the following racial traits.
can’t be wearing medium or heavy armour. Ability Score Increase. Your Charisma
Subraces. Here are four subraces of harpy: score increases by 2, and your Strength score
crow girl, hawk girl, parrot girl, and owl girl. increase by 1.
Choose one of these subraces. Size. Lamia tend to be between 5 to 6 feet
tall when standing, however their lower body
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can reach up to 20 ft when uncoiled. Your size Subraces. There are two major subraces of
is Medium. lepidopteran girl: butterfly girl and moth girl.
Speed. Your base walking speed is 35 feet. Choose one of these subraces.
Constrict. You do not need a free hand to
attempt a grapple, and when you successfully Butterfly Girl
grapple a target and you are not already
Ability Score Increase. Your Charisma
constricting another creature, that target is
Score increases by 1.
restrained until the grapple ends. Creatures
Beautifying Chrysalis. During a short or
other than you have disadvantage on attack rolls
long rest, you can choose to spend an hour to
made against a creature you are constricting.
form a cocoon around yourself, which
Hypnotizing Charm. You can cast charm rejuvenates your wings’ appearance. For the
person as a 1st level spell. Starting at 3rd level first hour after the rest, you have advantage on
you can also cast enthrall with this trait. Once
all Charisma checks.
you cast either spell you can’t do so again until
Elegant Flutter. As an action you can
you finish a long rest. Charisma is your
perform a dance with your wings. A number of
spellcasting ability form these spells.
creatures equal to your proficiency bonus that
Lunge. As a bonus action you can lunge you can see within 30 feet of you must make a
forward up to 10 feet. This movement still
Wisdom saving throw, with advantage if you or
provokes opportunity attacks.
your companions are fighting it, against a DC of
Poison Resistance. You have advantage on 8 + your Charisma modifier + your proficiency
saving throws against poison, and you have
bonus. On a failed save a target becomes
resistance to poison damage.
charmed by you for 1 hour or until you or your
Languages. You can speak, read, and write companions do anything harmful to it. Once
Common and Draconic.
you use this trait you cannot use it again until
you finish a short or long rest.
Lepidopteran Girl
Moth Girl
Lepidopteran Girl Traits Ability Score Increase. Your Wisdom
Ability Score Increase. Your Dexterity Score increases by 1.
score increases by 2. Darkvision. As a nocturnal species you
Size. Lepidopteran girls have similar height have superior vison in the dark. You can see in
to humans. Your size is Medium. dim light within 60 feet of you as if it were
Speed. Your base walking speed is 30 feet. bright light and in darkness as if it were dim
Exoskeleton Wings. As an action you can light. You can’t discern color in darkness, only
use your hardened wings to help you briefly fly. shades of grey.
You gain a flying speed equal to twice your Enlightening Chrysalis. During a short or
walking speed until the start of your next turn. long rest, you can choose to spend an hour to
Mesmerising Patterns. You gain proficiency form a cocoon around yourself, which
in your choice of one the following skills: rejuvenates your mind. For the first hour after
Deception, Intimidation, Performance, and the rest, you have advantage on all Wisdom
Stealth. checks.
Slow Fall. Your light weight and agility allow Fuzzy Glow. Light warms your soul. While
you to fall more gracefully. You can reduce any within 5 feet of a light source that you can see,
falling damage you take by an amount equal to such as a lamp or on object lit by the light
three times your level. cantrip, you have advantage on all Wisdom
Languages. You can speak, read, and write saving throws against magic.
Common and one other language of your Playful Lights. You know the light cantrip.
choice. Wisdom is your spellcasting ability for it.
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Suckers. You have advantage on Strength
Mantis Girl (Athletics) checks made to prevent a grappled
creature from escaping.
Mantis Girl Traits Swim. You have a swimming speed equal to
Ability Score Increase. Your Dexterity your walking speed.
score increases by 2, and your Strength score Tentacles. Up to 4 of your tentacles can
increases by 1. assist you with grasping things, however they are
Size. Mantis girls have a similar height to too unruly to do tasks that require more
humans but tend to be more slender. Your size precision effectively wield weapons or shields
is Medium. or to interact with magic items.
Speed. Your base walking speed is 30 feet. Each tentacle has a reach of 10ft and can lift
Acrobatic Prowess. You gain proficiency in a number of pounds equal to your Dexterity
the Acrobatics skill. score + your Strength score, and can do simple
Assassin’s Pounce. Once per turn, when tasks such as holding, lifting, dropping, pushing
you hit a creature with a weapon attack or and pulling objects or creatures, opening and
unarmed strike and the target hasn’t yet taken a closing doors or containers, and grappling
turn in combat, or if you have advantage on the someone.
attack roll, you deal an additional 1d6 damage. Underwater Breathing. You can breathe
This damage increases to 2d6 at 5th level, 3d6 both air and water.
at 9th level, 4d6 at 13th level, and 5d6 at 17th
level.
Powerful Jump. Your powerful legs allow Plant Girl
you to jump further and higher, doubling your
jump distance. Plant Girl Traits
Slow Fall. Your light weight and agility allow A plant girl character has the following racial
you to fall more gracefully. You can reduce any traits.
falling damage you take by an amount equal to Ability Score Increase. Your Wisdom score
three times your level. increases by 2.
Languages. You can speak, read, and write Size. Since plant girls shrink and regrow
Common and one other language of your then can vary in height depending on the
choice. environment but tend to remain in typical
human ranges. Your size is Medium.
Speed. Your base walking speed is 30ft
Octopus Girl Subraces. There are four major subraces of
plant girl: bulb girl, flower girl, fruit girl, and
Octopus Girl Traits vine girl. Choose one of these subraces.
An octopus character has the following racial Natural Origins. You gain proficiency in the
traits. Nature skill.
Ability Score Increase. Your Dexterity Regrowth. When you roll to regain a
score increases by 2, and your Constitution number of hit points and roll a 1 or a 2, you
score increases by 1. may reroll the die and must use the new roll.
Size. Octopus girls have similar standing
height to humans. Your size is Medium. Bulb Girl
Speed. Your base walking speed is 35ft
Ability Score Increase. Your Intelligence
Ink Jet. When you take the dash action you
score increases by 1.
can choose to squirt a jet of ink at a target
Darkvision. You can see in dim light within
within 15ft of you before you move. The target
60 feet of you as if it were bright light and in
must succeed on a Dexterity saving throw
darkness as if it were dim light. You can’t
against a DC of 10 + your proficiency bonus or
discern color in darkness, only shades of grey.
be blinded until the start of your next turn.
Soil Born. You have a burrowing speed of
10ft.
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Thorny Vines. You know the Thorn Whip
Flower Girl cantrip. You can also cast Hail of Thorns and
Ability Score Increase. Your Charisma Entangle as 1st level spells. Once you cast
either spell, you cannot cast it again with this
score increases by 1.
feature until you finish a short or long rest.
Blossoming Colors. You can control your
Wisdom is your spellcasting modifier for these
flowers bloom to help you conceal yourself or
spells.
stand out. You gain proficiency in the Stealth
and Performance skills.
Fragrant Scent. You have advantage on all
charisma checks against creatures that have the
Salamander Girl
ability to smell within 5ft of you. Salamander Girl Traits
A salamander girl character has the following
Fruit Girl racial traits.
Ability Score Increase. Your Constitution Ability Score Increase. Your Dexterity
score increases by 1. score increases by 2.
Appetizing Harvest. When you create a Size. Salamander girls are the same size as
fruit girl character you can choose one type of humans but weigh a little more due to scales
magic imbued fruit to produce. A creature can and claws etc.. Your size is Medium.
use a bonus action to consume a piece of fruit Speed. Your base walking speed is 35 feet.
and its effect lasts for 1 minute after eating. Slippery Escape. Opportunity attacks made
You can produce a number of pieces of against you have disadvantage.
fruit equal to your proficiency bonus at the end Subraces. There are two major subraces of
of a long rest. The fruit lasts 8 hours before it salamander girl: fire soul salamander girl and
loses its magical effects. water soul salamander girl. Choose one of these
subraces.
Berry. Choose one damage type from Acid, Fire Soul Salamander Girl
Cold, Fire, Lightning, Poison or Thunder and
Ability Score Increase. Your Charisma
gain resistance to it for 1 minute
score increases by 1.
Blazing Palms. You know the fire bolt
Citrus. You cannot be given disadvantage on an
cantrip. Charisma is your spellcasting ability for
attack roll, or saving throw.
it.
Burning Aura. Starting at 3rd level you can
Melon. As long as you aren’t unconscious, at use your action to release the heat stored inside
the end of each of your turns regain 1d4 hit
your body. Your transformation lasts 1 minute
points.
or until you end it as a bonus action. During it,
you shed bright light in a 15-foot radius and
Drupe. Gain +2 to your AC.
dim light for a further 15 feet and at the end of
each of your turns, you, and each creature
Pome. Gain temporary hit points equal to 3 within 15 feet of you take fire damage equal to
times your level.
half your level (rounded up). Additionally,
during your transformation you gain immunity
Tropical. When you roll damage dice for an
to cold damage.
attack you can choose to reroll all the damage
Once you use this trait, you can’t use it
dice you rolled and must use the new roll.
again until you finish a long rest.
Fiery Heart. You have resistance to fire
Vine Girl damage.
Ability Score Increase. Your Dexterity
score increases by 1.
Adept Climber. You have a climbing speed
equal to your walking speed.
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Water Soul Salamander Girl Horned Sheep Girl
Ability Score Increase. Your Constitution Ability Score Increase. Your Strength score
score increases by 1. increases by 1.
Amphibious. You can breathe air and Powerful Horns. Your horns are a natural
water. weapon which you can use to make unarmed
Cold Blooded. You have resistance to cold strikes. If you hit with them, you deal
damage. bludgeoning damage equal to 1d6 + your
Swim. You have a swimming speed of 30 Strength modifier.
feet. Charging Strike. When you use your action
Toxic Skin. Starting at 3rd level you can use to Dash you can use bonus action to attack with
your action to secrete a dangerous poison from your horns. If you move at least 10 feet in a
your skin. Your transformation lasts 1 minute straight line before taking this bonus action and
or until you end it as a bonus action. During it, hit, you can knock the target prone. You can
any creature that hits you with a melee attack use this trait a number of times equal to your
must takes poison damage equal to half your proficiency bonus and you regain all expended
level (rounded up) and has disadvantage on all uses when you finish a long rest.
saving throws until the start of their next turn. Strong Build. You gain proficiency in the
Once you use this trait, you can’t use it Athletics skill.
again until you finish a long rest.
Polled Sheep Girl
Ability Score Increase. Your Wisdom score
Sheep Girl increases by 1.
Animal Magic. You can cast animal
Sheep Girl Traits friendship and sleep as 1st level spells with this
trait. Once you cast either spell, you can’t cast it
A sheep girl character has the following racial
again with this trait until you finish a short or
traits.
long rest. Wisdom is your spellcasting ability
Ability Score Increase. Your Constitution
for all these spells.
score increases by 2.
Size. Sheep girls are between 4 and 5 feet Calming Presence. You gain proficiency in
the Animal Handling skill.
tall and weigh between 80 and 140 pounds plus
up to 10 pounds for a full fleece. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Slime Girl
Blissfully Unaware. You have advantage on Slime Girl Traits
saving throws against being charmed.
A slime girl character has the following racial
Woollen Coat. You grow a thick layer of traits.
wool, to protect yourself in combat. At the end
Ability Score Increase. Your Constitution
of a long rest, you can gain temporary hit points
score increases by 2, and you Wisdom score
equal to 1d4 per level + your Constitution
increases by 1.
modifier (minimum of 0) + your proficiency
Size. Since slime girls have more control
bonus. While you have these temporary hit
over their proportions than most races, they can
points you also gain resistance to cold damage
vary a lot in height, but tend to stick between 4
and vulnerability to fire damage.
and 7 feet tall. The slimy fluid that they are
Language. You can speak, read, and write composed of makes them lighter than an
Common and one other language of your
average human, usually between 50 and 150
choice.
pounds. Your size is Medium.
Subraces. There are two major subraces of Speed. Your base walking speed is 30 feet.
sheep girl: horned sheep girl and polled sheep
Darkvision. Often originating from deep
girl. Choose one of these subraces.
underground slime lakes or other similar
gloomy locations you have become accustomed
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to the dark. You can see in dim light with 60 cast it again with this trait until you finish a long
feet of you as if it were bright light and in rest.
darkness as if it were dim light. You can’t Languages. You can speak, read, and write
discern color in darkness, only shades of grey. Common and Primordial.
Elemental Energy. A powerful energy flows
through the gooey slime that makes up your
body. Choose the color of your slime from the Spider Girl
Slime Colors table to determine your damage
resistance and mucus expulsion damage type. Spider Girl Traits
A spider girl character has the following racial
traits.
Slime Colors Ability Score Increase. Your Dexterity
Color Damage Type
score increases by 2, and you Charisma score
Black Necrotic
increases by 1.
Red Fire
Orange Thunder Size. The large torso makes spider girls
Yellow Lightning tower higher than humans, generally between 6
Green Acid and 8 feet. Your size is Medium.
Blue Cold Speed. You base walking speed is 30 feet.
Purple Poison Darkvision. You can see in dim light within
Pink Radiant 60 feet of you as if it were bright light and in
darkness as if it were dim light. You can’t
Damage Resistance. You have resistance to discern color in darkness, only shades of grey.
the damage type associated with your color. Silk Spew. As an action you can shoot out a
Mucus Expulsion. In dire situations you large amount of sticky silk. You can use this
can expel some of the slime from your body to trait a number of times equal to your
help protect yourself. proficiency bonus and you regain all expended
As a reaction when you are hit by a melee uses when you finish a long rest. You can
attack you can spray a sticky mucus onto the choose from one of the following options when
attacker. They must make a Dexterity saving you take this action:
throw with a DC equal to 8 + your Constitution
modifier + your proficiency bonus. They take Sticky Binding. You shoot a string of silk at a
1d6 damage on a failed save or half as much on creature within 30 feet. They must make a DC
a successful one. The damage increases to 2d6 12 Dexterity saving throw or be restrained by
at 6th level, 3d6 at 11th level and 4d6 at 16th the webbing. They, or another creature within 5
level. The damage type is determined by your feet of them, can make a DC 12 Strength saving
slime color. throw as an action to break the webbing and
Once you use this trait, you cannot use it end the effect.
again until you complete a short or long rest.
Natural Armor. The absorbent, slimy Entangling Web. You weave a rough silk net in
nature of your body is both a blessing and a a 10 feet radius around you, which acts as
curse. You have a natural resilience to attacks difficult terrain. Any creature that starts its turn
giving you a base AC of 13 + your Constitution in the webbing has their speed reduced by 10
modifier, however you are unable to gain any feet until the start of their next turn.
benefit from wearing armour, but if you are
using a shield the normal bonuses apply. Sturdy Rope. You produce 50 feet of strong
Viscous Form. When you reach 3rd level, silk rope.
you can cast enlarge/reduce on yourself if you
are currently in your standard slime form. You Spider Climb. You have a climbing speed
do not require any components and equal to your walking speed and you can move
Constitution is your spellcasting ability for it. across vertical surfaces and upside down on
Once you cast the spell in this way you can’t ceilings whilst leaving your hands free.
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Web Walker. You ignore movement
restrictions caused by webbing.
Languages. You can speak, read, and write
Common and Undercommon.
Succubus
Succubus Traits
A succubus character has the following racial
traits.
Ability Score Increase. Your Charisma
score increases by 2, and you Intelligence score
increases by 1.
Size. Succubi average slightly taller than
humans. Your size is Medium.
Speed. You base walking speed is 30 feet.
Beguiling Charisma. You gain proficiency
in two of your choice of the following skills:
Deception, Intimidation, Performance, and
Persuasion.
Demonic Divorce. Your first attack a
creature that is charmed by you deals an extra
2d8 psychic damage, however they cannot be
charmed by you again for 24 hours. The
damage increases to 3d8 at 6th level, 4d8 at
11th level and 5d8 at 16th level.
Infernal Flight. Starting at 3rd level, you can
tap into your demonic powers and soar into the
sky. You can spend an action to make your
wings fan out, allowing you to fly for a short
period of time. Your transformation lasts for 1
minute or until you end it as a bonus action.
During it, you have a flying speed of 30 feet.
Once you use this trait, you can’t use it
again until you finish a short or long rest.
Seduce. As an action you can attempt to
seduce a humanoid that you can touch within 5
feet of you. They must succeed a Wisdom
saving throw, with advantage if you or your
companions are fighting it, against a DC of 8 +
your Charisma modifier + your proficiency
bonus or be charmed by you for 1 hour or until
you or your companions do anything harmful
to it. The creature treats you with infatuation.
Languages. You can speak, read, and write
Common and Abyssal.
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