Homebrew Zugron Species Details

Zugrons are four-armed beings born in the lightless reaches of the Feydark. They were originally fashioned as enforcers, hunters, and bodyguards for the vaettir—the Feydark’s pale and twisted reflection of the radiant eladrin. Where eladrin embody light and beauty, the vaettir are creatures of darkness and cruelty. 

As creatures born of shadows, zugrons draw strength from darkness itself. Dim light and deep shadow invigorate them, sharpening their instincts and enhancing their physical prowess. Their bodies are often covered in fur, with coloration ranging from pale bluish-gray to deep charcoal hues. A zugron’s additional limbs do not form as separate arms; instead, a second set of forearms protrudes from what would normally be their elbows. Most unsettling of all is their maw—rather than opening vertically, a zugron’s mouth splits horizontally across the top of the head, transforming it into a single, gaping abyss of teeth.

Many zugrons are dispatched into the mortal world as bodysnatchers, abducting unsuspecting victims to be dragged back into the Feydark for twisted bargains, cruel experimentation, or forced servitude. Yet not all zugrons remain bound to their creators’ commands. Some seize the chance to break free, carving out their own path beyond the grasp of the vaettir. Such individuals make for dangerous and unsettling companions—but to those willing to place their trust in a creature born of shadow, a free zugron can become an unexpectedly powerful ally.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. 

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.

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. 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. A zugron can typically live for a maximum of two centuries.

Zugron Traits

As a zugron, you have the following racial traits.

Creature Type

You are a Fey.

Size

You are of Medium size.

Speed

Your walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Bite

You have a large maw line with sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Feydark Ancestry

You have advantage on saving throws you make to avoid or end the frightened condition.

Secondary Arms

You have two secondary arms attached at the elbow with your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Strength of Shadow

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, while in an area of darkness, you have advantage on Strength (Athletics) checks and Strength saving throws.

Previous Versions

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1/6/2026 12:17:37 PM
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