Volo's Complete Subrace Handbook V1

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CONTENTS-SUBRACES-1DwarfAzerblood.Dream Dwarf.Urdunnir.Wild Dwarf.ElfAvariel (Revised).Celadrin.Grugach (Revised).Lythari.Variant Sea Elf.GenasiAir.Earth.Fire.Storm.Water.GnomeDeep Gnome (Revised).Forest Gnome (Revised).Imago (Chaos Gnome).River Gnome.Rock Gnome (Revised).Whisper Gnome.GoblinHoardshine.Indigo.Monkey (Forest stwise (Revised).Lightfoot (Revised).Stout .Koalinth (Sea lker.OrcGray Orc.Mountain Orc.Orog (Underdark Orc).Neo-Orog (Thayan Red Orc).Yuan-TiYuan-Ti Malison.Yuan-Ti Pureblood (Revised).1919202021222223232424-REVISED RACESGrung.Blue Skin.Gold Skin.Green Skin.Orange Skin.Purple Skin.Red Skin.25252525252525-RACIAL VARIANTSAasimarAngelic Heritage.Alternate DragonbornBlack/Copper Breath.Blue/Bronze Breath.Brass/Gold/Red Breath.Green Breath.Silver/White nVariant Human 2.LizardfolkBlackscale.Poison Dusk.26262727282828282828292930303131

TabaxiPridehead.Stripeback.TieflingLegacy of Dagon.Legacy of Graz’zt.Legacy of Lolth.Legacy of Orcus.Legacy of Pale Night.Legacy of Zuggtmoy.3232333333333333Publisher’s Choice Quality Stock Art; RickHershey / Fat Goblin GamesSome art courtesy of Jens Kuczwara, andRodrigo Balmaceda.Art by WotC used with permission as per theCommunity Content AgreementAdditional Art by Jeff Brown-RACIAL FEATSAlphabetical by RaceAscending Claws.Bird of Prey.Windcaller.Fiend Hunter.Bursting Breath.Renewed Breath.Piercing Horns.Master of the Forge.Dumathoin’s Blessed.Leader of the Pack.Poised Steps.Giantkin Blood.One with the Elements.Psionics Unbound.Gnomish Transformation.Tree Hopper.Jewelcraft.Spell Tinker.Goblin Contract.Bomber Goblin.Scrapyard Mayhem.Goblin Worglord.Horde Commander.Oversized Grip.Weaponized Skin.Commanders Shout.Fury from Beyond.Reaping Scythe.Unerring Eye.Soaring Flight.Pitstalker Trap Magic.Master Artisan.CREDITSSome artwork 2015 Dean Spencer, usedwith permission. All rights 73737373737373737373838Text excerpts and many ideas taken from thefollowing books and sources:Books:Complete PsionicDragon MagazinePlayer’s Handbook (3.5e) (4e) (5e)Manual of the PlanesRaces of AnsalonRaces of FaerunRaces of StoneRaces of the DragonRaces of the WildMonster Manual 2 (4e)The Complete Book of HumanoidsUnnaproachable EastUnderdarkVolo’s Guide to MonstersSources:Eiji-kun’s 3.5e Goblin SubracesHalf-Giant Races by UnknownKenku Subraces by Willy DeWulfe & ParkerMartinExpanded Subraces by Mjdoiron24Expanded Racial Feats by AnathemysRace: Tabaxi, Variant by u/TextuallyExplicitGenasi Variants by KeundtHarrows Concept by Robert EvansDisclaimer: Simply because these races arecatalogued together does not imply they will getalong, nor make appropriate party members.Nonetheless, in the likely occurrence that thestrangest members of each race all happen tomeet in the same bar out in the wilderness,Volo and the Clan Crafter Hralding have noresponsibility to cover the resulting damages tothe bar, nor damage inflicted to other patrons.Special thanks to a lovely bean for constantsupport, u/DougtheDragonborn for carefulreview, and a studied wizard for criticism.DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, DungeonMaster’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards ofthe Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material isprotected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork containedherein is prohibited without the express written permission of Wizards of the Coast. 2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.2

DWARF SUBRACESThree new subraces of dwarf populate theworlds of D&D. Azerblood, Urdunnir and WildDwarf. In addition to the options presented in thePHB, you can choose one of these subraces.AzerbloodAzerblood dwarves are a rare sight, having beenborn from an azer, slaves of the efreet andnatives of the Elemental Plane of fire. Legendssay that long ago dwarves and azer were oncethe same race, but today's dwarves escaped theirgiant masters, while the azer were corruptedinto beings of fire. Because the azer and dwarvesshare this ancient ancestry, there have beengroups of escaped azer who found dwarvenmates on the material plane, and these gave riseto the first Azerblood dwarves. These dwarveshave deep red hair, eyes that burn like a yellowor orange flame, and an innate magic that allowsthem to channel heat into material around them.Ability Score Increase. Your Wisdom scoreincreases by 1.Fire Resistance. You have resistance to firedamage.Inner Fire. Once you reach 5th level, you cancast the heat metal spell once per day as a2nd-level spell. Wisdom is your spellcastingability for this spell.To make an Inugaakalikurit, Arctic Dwarf, or GlacierDwarf, replace the Azerblood’s resistance to firedamage with resistance to cold damage, and replacethe heat metal spell with a 2nd-level ice knife spell.Also, since these dwarves reside in glaciers, ratherthan underground, they can use their Stonecunningtrait on ice, but not stone.Dream Dwarf3Dream dwarves are an ordinary looking, butmystically gifted subset of the stout-folk whopossess ethereal sight. They share a profoundconnection with the earth around them, and areable to enter a trance they call the earth dream,which allows them to learn through the earth byaccessing a sort of collective consciousness.Dream dwarves are a rare sight, and most can’ttell them apart from a hill dwarf.Ability Score Increase. Your Wisdom orIntelligence score increases by 1.Ethereal Sight. You can use your bonusaction to enter a state that allows you to see intothe Ethereal plane for 30 feet around you. Youcan easily differentiate the Ethereal and Materialplanes, as objects and creatures on the etherealplane appear translucent. This benefit lasts untilyou end the effect as a bonus action, or until youare incapacitated.Earth Dream. Once per day, when you take along rest in a natural environment, you can entera trance-like state where the earth speaks to youthrough your dreams. This feature doesn'tfunction where nature has been replaced byconstruction, such as in dungeons and towns.At the end of your rest, you instantly gainknowledge of one fact of your choice about oneof the following subjects as it relates to the areawithin 500 feet of you:. Terrain and bodies of water. Prevalent plants, minerals, animals, orpeoples. BuildingsUrdunnirUrdunnirs are a long forgotten offshoot ofdwarves who have become one with the earththanks to the blessings of Dumathoin. Urdunnirsuse this blessing walk through earth and stoneas if it were air and shape metal and stone withtheir hands. Urdunnirs see the world as a work

of living beauty, journeying through stone andearth much as a diver might explore the wondersof the ocean depths. The skin of an urdunnir islight gray, and their eyes are always silver. Bothgenders wear their hair long, and males havelong, carefully groomed beards and mustaches.Hair color is uniformly gray, with varyingdegrees of silver and black highlights.Ability Score Increase. Your Charisma scoreincreases by 1.One with Stone. Urdunnirs have beenblessed to move through the earth. You may useyour bonus action to channel Dumathoin's powerto walk through through unworked stone andearth as though it were air until the end of yournext turn. You can carry up to twice your bodyweight with you in this manner. Urdunnirs (andanyone carried with them) cannot breathe whilewithin stone or earth and must hold their breathwhile traveling in this manner. Once you use thistrait, you can't use it again until you complete ashort or long rest.Handcrafter. Dumathoin's blessings allowUrdunnir the strength to shape stone and metalwith their bare hands. You may use your handsas a set of smith's tools and mason's supplies,with which you are proficient.In addition, starting at 5th level, once per dayyou may spend 4 hours actively molding stonewith your hands to cast the stone shape spell onthat stone. When you reach 11th level you mayalso shape metal this way.Wild DwarfWild dwarves, who call themselves “durAuthalar” (the People), are primitive inhabitantsof Chult and the deep jungles of the realms.They have largely rejected the culture of theircousins, choosing instead to live in huntingbands with ever-shifting memberships. DurAuthalar have more in common with the beastsof the jungle than they do with their dwarven kin,viewing life as an endless hunt and each day astruggle to kill or be killed. Wild dwarves aredark-skinned, short, and stout, with dark browneyes. Their heavily tattooed bodies are coveredwith grease to ward off insects and make themhard to hold. Wild dwarves wear little excepttheir long, woven hair, which serves as adequateclothing.Altered Base Statistics. Wild Dwarves do notgain the Stonecunning or Tool Proficiencytraits. They have left the crafting and smithingaspects of dwarven life behind.Ability Score Increase. Your Strength andWisdom scores each increase by 1.Wild Training. You are proficient with thepoison kit, nature skill, and blowgun.Slick Skin. If you are wearing a salve forinsect repellent (ToA p. 32) or at least 1/10 of aflask of oil, and you are not wearing armor, youhave advantage on attempts to escape a grapple.In addition, you can use your action to make aDC 15 sleight of hand check to escape fromnonmagical restraints, such as manacles or arope bound around your limbs.Toughened Resillience. You have advantageon saving throws against disease.The Urdunnir may be secluded folk,but once my companion broughtme within their underground citiesthe Urdunnir showed me muchkindness, in feasts, in songs, and injourneys alike.Their cities glitter like the nightsky--- thousands of jewels lining theceiling, shining with a brilliantmagic that illuminates thecavernous structures below.---Volo4

ELF SUBRACESFive more elf subraces populate the worlds ofD&D, Avariel, Celadrin, Grugach, Lythari andSea Elf. In addition to the options presented inthe PHB you can choose one of these subraces.Avariel (Revised)The avariel are winged elves. These rare creatureswere more common when the worlds of themultiverse were young, but frequent conflictswith dragons much reduced the winged elves’number. Still, a few colonies persist in theMaterial Plane and on the Plane of Air.Ability Score Increase. Your Wisdom scoreincreases by 1.Avariel Weapon Training. You are proficientwith the javelin, spear, shortbow, and longbow.Flight. You have a flying speed of 30 feet. Youcan fly only in short bursts; you fall if you endyour turn in the air and nothing else is holdingyou aloft. To use this speed, you can’t be wearingmedium or heavy armor.Languages. You can speak, read, and writeAuran.Celadrin5Celadrins are a subrace of elf related to eladrin,and touched by the plane of fire. Celadrin aregifted with a beautiful voice, and filled with anatural warmth and wanderlust. They are rarerthan other elves, and are typically found incommunities of high elves. Free-spirited like theflame, they are more chaotic than most otherelves, and value their freedom more than most.Celadrins mostly resemble high elves, but withflame-red hair, bronze skin, and gold eyes thatglimmer and glow with an unstable inner fire.Ability Score Increase. Your Charisma scoreincreases by 1.Melodious Voice. You are proficient in theperformance skill.Elven Weapon Training. You are proficientwith the longsword, shortsword, shortbow andlongbow.Fiery Gaze. Once you reach 5th level, you cancast the scorching ray spell as a 2nd-level spellonce per day. You do not require somaticcomponents when casting the spell in this way,and the spell emerges from your eyes. Charismais your spellcasting ability for this spell.Languages. You can speak, read, and writeIgnan.No matter how far I’ve wandered, there alwaysseems to be a local subtype of elf with some degreeof unique characteristics. I remain amazed at theincredible ability of the elves to propagate even inthe farthest reaches of the realms.---VoloGrugach (Revised)The grugach of the world of Greyhawk shuncontact with other folk, preferring the solace ofthe deepest forests and the companionship ofwild animals. Even other elves draw theirsuspicion. The grugach tend toward chaos andneutrality. They feel no special duty to anyonebeyond their own folk and the forest that is theirhome. Troubles beyond their borders are bestkept there. At the same time, they harbor littleambition beyond a peaceful coexistence withnature.Ability Score Increase. Your Strength scoreor Wisdom score increases by 1.Grugach Weapon Training. You are proficientwith the spear, shortbow, longbow, and net.Druidic Talent. You know the druidcraftcantrip. Once you reach 3rd level, you can castthe entangle spell once per day as a 1st-levelspell using this trait. Wisdom is your spellcastingability for this spell.Languages. You can speak, read, and writeSylvan. In addition, you can choose not to speak,read, or write Common and instead speak, read,and write one additional language of yourchoice.LythariLythari are true lycanthropes, elves given theancient curse of the werewolf through a ritual oftransformation, or a birth to lycanthropicparents. Unlike their parents, Lythari do nottransform into a hybrid of humanoid and wolf,instead possessing a true wolf form. Lythari arealmost exclusively found in wood elf landsroaming in packs. Lythari have shaggier hair,

sharper teeth, and more pointed ears, makingthem more animalistic looking than theirwood-elf cousins. Though they may share in thecurse of lycanthropy, unlike a werewolf orsimilar creature, the bite of the lythari does notspread their curse.Elven Weapon Training. You are proficientwith the longsword, shortsword, shortbow andlongbow.Wolf Shape. You can use your action topolymorph into a medium wolf, or back into yourtrue form. Your statistics are the same in eachform, except your wolf form’s AC is equal to 10 your Dexterity modifier. Any equipment you arewearing or carrying transforms with you,becoming part of your wolf form, and yourcorpse transforms back into your true form ifyou die while in your wolf shape. You cannotspeak or cast spells while transformed.While transformed, your sharp teeth becomea natural weapon, which you can use to makeunarmed strikes. If you hit with your bite youdeal 2d4 piercing damage and if the target islarge or smaller you can use your bonus actionto force the creature to make a Dexterity savingthrow or fall prone. The DC for thissaving throw equals 8 your Strengthmodifier your proficiency bonus. Thedamage of your bite increases to 2d6 at11th level.Languages. You can speak, read, and writeGnoll.Variant Sea ElfThese elves long ago became enamored withand explored the many deep oceans of therealms. The millenia have transformed them intomysterious creatures of the deep. They spendtheir time in the shallow waters buildingintricate structures out of rock, sand, and coral.Subrace Variant---- When you choose the Sea Elfsubrace, you can choose to take this trait inplace of the Child of the Sea trait presented inMordenkainen’s Tome of Foes.Child of the Sea. You can breathe air andwater. In addition, as an action you cantransform your lower half into a tail with fins likea fish, whale, or another aquatic creature. Whiletransformed your walking speed becomes 5 feetand you gain a swimming speed of 40 feet. Youcan end this transformation as a bonus action.A triton can also take the Child of the Sea traitpresented here by replacing your Amphibioustrait and amending your Speed trait as follows:You do not have a swimming speed of 30 feet.6

GENASI SUBRACESGenasi Base Statistics (Same as EE)Ability Score Increase. Your Constitutionscore increases by 2.Size. Your size is Medium.Speed. Your base walking speed is 30 feet.Languages. You can speak, read, and writeCommon and Primordial.Five main subraces of Genasi populate theworlds of D&D: Air, Earth, Fire, Storm andWater. Choose one of these subraces.Air Genasi (Revised)Quick of speech and of gait, Air Genasi areprone to flights of fancy and rapid changes inmood. They drift from one emotion to the next,though most have an ever-present air ofcarelessness about them. Air Genasi don’t formstrong attachments, at least not without greatreason, and as a result they are seen as lonersand drifters. Likewise, Air Genasi are among themost adaptive, and they can take whatevercomes their way with aplomb.Ability Score Increase. Your Dexterity scoreincreases by 1.Unending Breath. You can hold your breathindefinitely while you’re not incapacitated.Mingle with the Wind. You know the gustcantrip and can cast the levitate spell once withthis trait, requiring no material components, andyou regain the ability to cast it this way when youfinish a long rest. Constitution is yourspellcasting ability for these spells.Wind Strike. Whenever you make a meleeattack, as a bonus action you can use the gustcantrip against the target of your melee attack,sending out a wave of magical wind with yourstrike.Airborne Leap. Your long jump is up to 30feet and your high jump is up to 10 feet, with orwithout a running start. In addition, you may fallfrom heights of up to 50 feet without takingdamage.Earth Genasi (Revised)7Earth Genasi are stubborn and immovable,proud and confident, and sometimes this spillsover into vanity. They are strong like mountainsand they know it. Of all the genasi elementalmanifestations, Earth Genasi come the closestto possessing patience and engaging in truecontemplation. However, the true strength of allEarth Genasi becomes clear when anyone triesto push them in a direction they do not want togo. When this happens, Earth Genasi resist withthe might of the stone and the earth, and theyknock down anyone that stands in the way.Ability Score Increase. Your Strength scoreincreases by 1.Earth Walk. You can move across difficultterrain made of earth or stone withoutexpending extra movement.Stone Skin. Your stone exterior lends yourock-hard natural armor. Your AC can't be lessthan 12 your Constitution modifier, regardlessof what kind of armor you are wearingEarthbreaker. You know the mold earthcantrip and can have up to three of itsnon-instantaneous effects active instead of two.When you reach at 3rd level you may cast theearth tremor spell centered on yourself oncewith this trait, requiring no materialcomponents, and you regain the ability to cast itthis way when you finish a long rest.Constitution is your spellcasting ability for thesespells.Fire Genasi (Revised)Of all the genasi manifestations, Fire Genasi arethe most aggressive, most impulsive, and theeasiest to anger. They are also the most in tunewith the raw power of their elemental heritage.Fire genasi feel the raw energy at their fingertipsand are among the most eager to use it. Thetempers of firesoul genasi burn hot, but alsoburn out quickly, and once the heat of themoment has passed, they are just as likely tojump from rage to elation in a matter of seconds.Ability Score Increase. Your Intelligencescore increases by 1.Darkvision. You have darkvision to a range of60 feet. Your ties to the Elemental Plane of Firemake your darkvision unusual: everything yousee in darkness is in a shade of red.Fire Resistance. You have resistance to firedamage.Reach to the Blaze. You know the produceflame cantrip. You also know the control flamescantrip and can have up to four of itsnon-instantaneous effects active instead of three.Once you reach 3rd level, you can cast theburning hands spell once with this trait as alst-level spell, and you regain the ability to cast itthis way when you finish a long rest.Constitution is your spellcasting ability for thesespells.

Storm GenasiWild and powerful as a sudden thunderstorm,Storm Genasi can be a terrible sight to behold,lashing out at those that trouble them, like alightning strike that is accompanied by a roar ofthunder. Storm Genasi in the grip of their ownemotions can be extremely unpredictable, sinceonce they reach the point of unleashing theirrage, they will do so until their wrath has run itscourse.Ability Score Increase. Your Charisma scoreincreases by 1.Lightning Resistance. Electric energy flowsthrough your body without you being shocked.You have resistance to lightning damage.Predict Weather. Once per day you can createa tiny, harmless sensory effect that predicts whatthe weather will be at your location for the next24 hours. This effect persists for 1 round.Lightning’s Swiftness. Your base walkingspeed increases by 5 feet. Whenever you useyour action to take the Dash action, this bonusincreases to 15 feet until the end of your turn.Fury of the Storm. You know the thunderclapcantrip. Once you reach 3rd level, you can castthe witch bolt spell once with this trait as alst-level spell, and you regain the ability to cast itthis way when you finish a long rest.Constitution is your spellcasting ability for thesespells.Water Genasi (Revised)Water Genasi are strongly independent anddetermined to make their way on their own.Feeling close ties to rivers and oceans, they seethemselves as possessing the same deepstrength as those great bodies of water. Sincethey can live both on land and beneath the sea,unlike any of their kin, they feel empowered bythe ability to determine their own path in life.Ability Score Increase. Your Wisdom scoreincreases by 1.Acid Resistance. You have resistance to aciddamage.Amphibious. You can breathe air and water.Swim. You have a swimming speed of 30 feet.Call to the Wave. You know the shape watercantrip, and you can have up to four of itsnon-instantaneous effects active instead of three.When you reach 3rd level, you can cast thecreate or destroy water spell as a 2nd-level spellonce with this trait, and you regain the ability tocast it this way when you finish a long rest.Constitution is your spellcasting ability for thesespells.I find when dealing with genasi, theiremotions are easy to excite, but they fadejust as quickly back into a state of stability.---Volo8

GNOME SUBRACESFour main subraces of gnomes are found amongthe worlds of D&D: deep gnomes, forestgnomes, Imago, and rock gnomes.Choose one of these subraces.Deep Gnome (Revised)Deep gnomes survive in domains that arepopulated by dangerous foes. The two mosthated by the deep gnomes are the kuo-toa andthe dark elves, who continually seek to drivethese gnomes from territory they considerrightfully theirs. To escape from the threats ofthe underdark, Deep gnomes have developedmany ways to stay hidden in the cavernousdarkness. Their skin is rock-colored, most oftenbrown or gray. Their eye color is always a shadeof gray, sometimes so dark as to be almost black.Ability Score Increase. Your Dexterity scoreincreases by 1.Superior Darkvision. Your darkvisionincreases to 120 feet.Stone Camouflage. (SCAG)Mask of the Deep. You can cast the disguiseself spell once with this trait, requiring nomaterial components, and you regain the abilityto cast it this way when you finish a short or longrest. If you are in direct sunlight, enemies haveadvantage on rolls made to see through yourdisguise. Intelligence is your spellcasting abilityfor this spell.Extra Language. You can speak, read, andwrite Undercommon.9Forest Gnome (Revised)Forest gnomes are creatures of nature far morethan any of their cousins, and to those rare folkswho meet them they can prove to be steadfastallies and delightful companions. They are theone of few gnomes inclined to wear beards andhair very long, and an older male is likely to havea beard that extends to within a few inches of theground.Ability Score Increase. Your Dexterity scoreincreases by 1.Natural Illusionist. (PHB)Speak with Small Beasts. (PHB)Wilderness Tracker. Forest gnomes areprotective of the places they live, and can tellwhen even a twig is out of place. You gainproficiency in the Nature and Survival skills. Youhave advantage on Wisdom (Survival) checksmade to track a creature in forest, grassland, hillor jungle terrain.Imago (Chaos Gnome)Infused with the spirit of chaos, these gnomesare energetic, flamboyant, and charismatic,having bright, or white hair and beards. Theyalso wear bright colors and are especially fond ofbright red and pink hats. They possess anuncanny luck and have great talent as sorcerers.Colorful cousins of gnomes, they areadventurous; even the most staid among them isprone to wander. Although commonly referred toas chaos gnomes, they call themselves “Imago”(singular and plural).Ability Score Increase. Your Charisma scoreincreases by 1.Luck of Chaos. Once per day when you makea die roll, you can choose to reroll one die. Youcan choose to do so after you roll the die, butbefore the DM tells you whether you succeed orfail. You must take the result of the reroll, even ifit's worse than the original roll.In addition, once per day when an attack hitsyou, you may force an enemy to roll the attackagain. The enemy must take the result of thereroll, even if it’s worse than the original roll.Chaos Magic. You learn the prestidigitationcantrip. When you reach 3rd level, you can castthe chaos bolt spell as a 1st-level spell once withthis trait, and you regain the ability to cast it thisway when you finish a long rest. Charisma isyour spellcasting ability for these spells.Also, if you score a critical hit while castingthe chaos bolt spell using this feature, the boltdeals damage as though it were cast as a 2ndlevel spell.

River GnomeRiver gnomes are cousins of forest gnomes whoreside in the fresh waters of the realms. Singingbehind a waterfall, or drifting lazily downriver,these gnomes can be seen from a distancelaughing and being merry, but when approachedby an outsider these gnomes are quick to jumpinto the river and swim swiftly away. Thesegnomes form a close bond with animals andwildlife that live in their river. They are defendersof the waters, and will show bravery and ferocityfar beyond their size when the river they calltheir home is threatened.Ability Score Increase. Your Dexterity scoreincreases by 1.Speak with River Beasts. Through sounds,simple gestures, and patterns of bubbles, youcan communicate simple ideas with medium orsmaller beasts that naturally have a swimmingspeed.Swift Swimmer. You gain a swimming speedof 25 feet. In addition, you can hold your breathfor a number of minutes equal to twice yourConstitution score.Aquabatics. You have advantage onacrobatics and stealth c

Player’s Handbook (3.5e) (4e) (5e) Manual of the Planes Races of Ansalon Races of Faerun Races of Stone Races of the Dragon Races of the Wild Monster Manual 2 (4e) The Complete Book of Humanoids Unnaproachable East Underdark Volo’s Guide to Monsters Sources: Eiji-kun’s 3.