Homebrew Alaghi Species Details

Note: This was created to match the racial changes and balances of Monsters of the Multiverse. This does contain features that are different than the alaghi race from 2nd Edition.

Distant cousins of yeti, the Alaghi are forest-dwelling humanoids. They have barrel chests, short necks, and wide, flat hands. Their short legs are thick, their hands and feet are large, and their hair is thick: blond, reddish brown, or charcoal gray. They stand about 6ft. tall and weigh over 300 pounds.

Most alaghi live as semi-nomadic hunter-gathers. Sedentary alaghi set uyp communities of crude huts or large cave complexes.  Alaghi communities are generally mistrusted, though some neighbors will trade manufactured goods for pelts, game, and ore. The rarest alaghi are philosophical hermits. The primitive alaghi fashion crude stone knives, hand axes, and tools, as well as simple wooden javelins. A favorite tactic employed by the alaghi is to hurl missile weapons from hiding, ambush their opponents.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Alaghi Traits

As a alaghi, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Druidic Legacy

You know drudic and one cantrip of your choice from the druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Claws

You have sharp claws that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Previous Versions

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6/1/2022 9:19:46 PM
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