Monstrous Humanoid

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The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans within each tribe. Some clans remain completely nomadic in nature, while most have settled into a semi-nomadic way of life, settling in small ramshackle villages. Clans include Grizzly Bear (the largest tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, and Spotted Wolverine. Altanians are among the most renowned trackers in the world. Altaninians maintain their youth and vigor through old age, and then continue with a mature physique until the day that they die—though few ever live to reach the natural end of their life.

Altanian society (non-nomadic tribes) is dominated by the women, who own all chattel and property, save the weapons wielded by the warrior men. The men follow the Way of the Sword, which is a quasi-religious cult led by Sword Knights— Altanians that have earned the right to carry Ancestral Swords (mostly Greatswords). Warriors that are not Knights are members of one of several Warrior Lodges, including the Red Lion, Amber Serpent, Blue Bear, Gray Stallion, Black Eagle, White Wolf, and Green Drake Lodges. Warrior women have a single lodge, the Ivory Swan. Most women stay at home, tending to small gardens with their druidic abilities, while the men go hunting and raiding, or form mercenary bands and adventure in other regions. There are reputedly some pureblooded Altanians, with the darkest blood red skin, who claim descent from various Chaos Lords—powerful inhuman creatures from the Chaos Planes of the Netherworld.

Altanians have copper to reddish brown skin (blood red among purebloods), sandy to black kinky hair, and hazel eyes. They stand about 5 ft. 6 in., weigh 180 lbs with average to stocky build, and tend weakly toward Chaotic Neutral.

Among their own people, Altanians use their given names and matronymics (i.e. Ishtec, son of Fettu). Among outsiders, they keep their mothers’ names to themselves, and invoke their clan names instead (so the Altanian in the previous example would introduce himself as Ishtec the Grizzly Bear, or Ishtec of the Grizzly Bear Clan).

Clan Names: Grizzly Bear, Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, Spotted Wolverine
Male Names: Attor, Baltec, Ildon, Miktec
Female Names: Lareng, Shidu, Othmesc, Molabang

Racial Traits: As per the PHB for Human with the following additions or substitutions:
Attributes: +2 Strength, +2 Constitution, -2 Intelligence and -2 Charisma
Feats: Altanians gain the Track feat as a bonus feat
Skills: Altanians gain Knowledge (Nature), Handle Animal and Survival as class skills regardless of class chosen as well as a +2 racial bonus to the Survival skill
Bonus Skill Points: Altanians do not receive the normal human bonus of 4 skill points at first level, nor do they gain the 1 additional skill point at each additional level
Age Effects: Altanians do not feel the effects of age as other humans do. They suffer the penalties of Middle Age at Old Age, and the penalties of Old Age at Venerable Age, but gain the bonuses of aging at the normal age steps.
Favored Class: Barbarian, Druid (particularly Altanian women) or Psion.

Avalonian, Noble

The Avalonians are the noblest of people, in their own minds if nowhere else. The tall, thin Avalonians dress in wealthy clothing, for all the Avalonian clans are of noble blood, and all Avalonians hold a noble title, even the least citizen. They are also merchants by profession and control nearly all trade in the Uther Pentwegern Sea as well as the northern reaches of the Winedark Sea. Their city, Valon, is built right upon the sea, and consists of gold and silver tower-girt islands divided by stone-lined canals which freeze over in winter. Swimming is natural to these folk. They are also superlative sailors and shipwrights. Most Avalonians have some sort of magical training, typically cold, water, and/ or ice magic. The wizards and sorcerers of this race are unsurpassed in the North, rivaled only by the wizards of Tula.
Some claim to be descended from an ancient admixture of merfolk and an unknown extra-planar folk from the Elemental Plane of Water or Ice. Sage comparisons between the Avalonians and the green-skinned Viridians cause violence to erupt most unexpectedly from this otherwise peaceful folk. Some few Avalonians have gills and can breathe in the water as if on land.

Noble Avalonians have pale blue skin, platinum blonde hair, and silver eyes. They stand around 6 ft. 4 in., weigh 200 lbs with a sleek and muscular build, and tend toward Lawful Good.

Even those noble Avalonians who lack land holdings enjoy personal titles, which they often use in lieu of their given names. An Avalonian’s full name starts with the personal title, followed by given name, family name, and land title (if any).

Personal Titles: Gux, Vallax, Dimanex, Liagrit
Male Names: Artarias, Aldamiris, Ereg
Female Names: Luya, Duna, Radwyn
Family Names:* Rethiena, Tharglis, Telimqiv
Land Titles: Margrave of Greater Finbar, Thane of Farthingdale, Marquise of Tilleasy
Racial Traits: As per the PHB for Human with the following additions or substitutions:
Attributes: +2Intelligence, +2 Charisma, -2 Wisdom, -2 Constit
Feats: Altanians gain the Track feat as a bonus feat
Skills: Profession (sailor), Rope Use, Sail, Spellcraft and Swim are always class skills regardless of class. Avalonians gain a +2 racial bonus to Rope Use and Spellcraft, and a +4 racial bonus to Swim.
Resistance to Cold: 1
Favored Class: Expert (sailor), bard, or wizard
Languages: may select Aquan as a starting language


No two sages can ever quite agree on whether cavemen are the degenerated result of ancient fallen civilized human societies or the last remnants of the earliest savage human tribes. Their technology is advanced only to the point of flint napping and hunting and gathering; they know no agriculture or metalworking. Cavemen live in extensive cave complexes, at eternal struggle with other subterranean races for living space. Cavemen live a simple life, complicated only by the raids of other races to take Cavemen as slaves. Some bands are good, and cooperate with nearby sylvan races, while others are evil, and work with goblins and orcs. Most bands are neutral and just want to be left alone. Cavemen can be found throughout the Wilderlands, but are most common in the areas bordering true wilderlands, or between great powers, where they can get lost in the chaos. Bands typically are no greater than 20 to 30 individuals; when they get bigger than that, they divide into two bands, and the smaller band must leave the area and find a new home. Some bands, however, grow to the size of small villages; these bands are the more intelligent and technologically advanced cavemen bands. Some bands of cavemen have been known to adopt orphans of other human races, while other bands kill such foundlings.

Cavemen have swarthy brown skin, black hair, brown eyes, stand about 5’2", of squat broad build, and weigh about 150 pounds. Typical lifespan is 40 + 1d12 years.

Racial Traits: +2 Str, -2 Int, -2 Cha (among other adjustments)

Caveman naming traditions vary from clan to clan. Many clans identify members by a single name, though some include a patronymic (“son/ daughter of”), and a few include a family name.
Male Names: Horg, Muk, Baago
Female Names: Mukka, Eego, Nattuk


Dromites might be mistaken for halflings at a distance, due to their diminutive stature. However, closer scrutiny reveals dromites to have hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from their brows. Called “bug-men” by the ignorant, dromites share far more traits with humans than they do with insects. One major difference between dromites and most other races is their androgynous physiology. Aside from their Grand Queen (female) and their Elected Consort (male), dromites are genderless and possess no sexual characteristics.

Racial Traits: +2 Cha, –2 Str, –2 Wis. ECL +1

Dromites, when born, are chosen from the nurseries by adult dromites who have entered life bonds. The adopted dromite is named by its new “parents” according to the traditions of the life bond. Thus, dromites have a first name and a life bond family name.

First Names: Demisse, Elimu, Fela, Gebre, Idi, Idrissa, Kato, Matunda, Obi, Sefu, Vita, Xolu.
Life Bond Family Names: Adanech, Dedanech, Fanech, Gyalech, Marimech, Massawech, Nikech, Ulech

Half Giant

Half-giants are the result of ancient magical experiments. They long ago destroyed their creators and have spread throughout the Wilderlands. They inhabit their own kingdom to the far west.

Racial Traits: +2 Str, +2 Con, –2 Dex (among other adjustments). ECL +1

Half-giants have a childhood name and a given name, the latter usually bestowed by friends or by the community in which the half-giant originally grew up. Most half-giant names refl ect some aspect of the desert land that the half-giants inhabit, though a few strange place names are also thrown in (apparently remembered from their former homes of long ago).

Male Given Names: Sandking, Dunewalker, Sunharrower, Drywell, Desertstrider, Stormrider, Saltwalker, Raam.
Female Given Names: Oasis, Sandrose, Breath, Goldflower, Sweetwater, Raincaller, Nibenay.


Hawk-folk are the most humanoid of the winged-folk, looking much like lean humans with hawk-like wings sprouting from their shoulders, with a bill instead of a nose and mouth, large hawk-like eyes, and feathers instead of hair. Their bodies are otherwise very human, though their fingers possess retractable raptor claws. They are a territorial people, guarding their mountainous jungle and forestlands from the air, nesting in high aeries where they raise their young. Young males adventure and scout out new territories until they reach middle age, whereupon they return home, gather friends and family, and set off to start a new colony. It is said that raven folk, owl folk and ibis folk also exist, but they are extraordinarily rare and reclusive and few can even report having ever seen such creatures.

Hawk-folk have tan skin, brown feathers, yellow bills, and amber eyes. They typically stand 5’10” and weigh 150 pounds. Typical lifespan is 100 + 5d20 years.

Racial Traits: -2 Str, +4 Dex, +2 Con (among other adjustments). ECL +1

Hawk-folk have a family name, a hatchling name, and at least one given name, usually bestowed by friends or the community. They take great pride in their family lineage. Hawk-folk traveling abroad usually go by their family names and kennings, using their hatchling names only among intimate friends and family.

Family Names: Sifflaw, Farsight, Honssa, Siccoree
Male Hatchling Names: Idis, Mitchiricaw, Hittal
Female Hatchling Names: Shiu, Hassai, Nittoree
Given Names: Windcatcher, Searing-Gaze, Preener


Neamuans resemble humanoid domestic cats; their bodies are like those of a cat, but bipedal. Unlike their lionand tiger-like cousins, Neamuans will mingle with other races, usually travelling with Tharbrians and entertaining crowds as acrobats (while surreptitiously making a living as rogues as well.) Neamuans claim to be from a kingdom far across the sea.
Neamua skin is pale gray, covered in a lush pelt of fur (whose color and pattern vary greatly, sometimes even within a litter). While most have mildly slitted amber eyes, green, blue, and violet are not unknown. The average neamua stands 5 feet tall and weighs 140 pounds. Typical lifespan is 60 + 2d20 years.

Racial Traits: -2 Str, +4 Dex, -2 Int, -2 Wis (among other adjustments). ECL +1

In their homelands, Neamuans employ long, mellifluous names that combine titles, honorifics, place names, and historic allusions. Among foreigners they employ simplified names, but there are no standard rules for such. There are dozens of possible simplifications for each Neamua name.

Simple Names: Sial, Minnemee, Murroo


The Nguak are the most common breed of fowl-folk, gathering in small villages along rivers and lakes. They live a primitive lifestyle, fishing and hunting insects and frogs, gathering water plants, and growing rice and barley on small riverine plots. They are found from the western reaches of the Viridistan to Tarantis, south of Valon and north of Rallu. There is a large population of Nguak on the Council Lake, and in the city of Lakenheath.

Nguak have pale white skin, various feather coloration, green or brown eyes, yellow or brown bill, stand about 3 feet tall and weigh around 40 pounds. Typical lifespan is 30 + 2d20 years. Nguak speak their own language (Aghlaq), and many pick up the common humanoid languages of their region.

Racial Traits: Monstrous Humanoid (small), + 2 DEX, + 2 CON, – 2 CHA, low-light vision, skill bonus (+8 Swim, +4 Jump), favored class (rogue), 2 racial HD, ECL +1.

Despite their appearance, Nguak cannot fly.

The Nguak are frequently gathered and raised as slaves, and the powers in some areas (the Isles of Pokrantil in particular) use Nguak as both slaves and food.

Just as their plumage varies greatly from place to place, Nguak naming conventions are highly diverse. Each community has a small selection of male and female names, which they combine with family or clan names, kennings and honorifics.

Examples: Sguaa’a White-Tail, Mdu’phee Thunderwing of the Rising Moon Monkfish, Huo-gah-kwa the Eleventh Egg


Liowans are extremely rare, and travel alone or with a mate; once the kits are born, the male wanders off again, leaving the female to raise the cubs alone. Liowans are great fighters, and make stout bodyguards.

Liowan cat-folk are lion-like humanoids with human bodies, lion heads, and golden fur. Males have great furry manes. The average liowan stands 6 feet tall and weighs 180 pounds. Typical lifespan of a liowan is 40 + 2d20 years.

Racial Traits: + 4 Str, + 2 Dex, – 2 Int, – 2 Wis, – 2 Cha (among other adjustments). ECL +1

Liowans do not carry family or clan names, and rarely have use for honorifics.

Male Names: Shassan, Hradouk, O’ack
Female Names: Mrassa, Goahn, Holloa


Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as “mantis warriors.” They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south, thri-kreen are near-perfect hunters.

Racial Traits: +2 Str, +4 Dex, +2 Wis, –2 Int, –4 Cha. ECL +2

Thri-kreen make no distinction between male and female names, and they do not use a surname.

Thri-Kreen Names: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik.

Monstrous Humanoid

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