Maltaur (5e Subrace)
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Tiefling Subrace[edit]
With how many demons exist in the Nine Hells and the various races, it would only figure that there are some tieflings that stand out just a little bit more than usual. Though rare to see, a maltaur can be frightening to behold, carrying the speed and strength of a taur with the hellish flare of a demon. Whether born of a union between a centaur and tiefling, a cursed animal from lands unknown or a freakish cult experiment gone wrong, a maltaur is easily distinguished not only by its tauroid lower body and unnaturally colored skin, but also by its long, flaming tail that can deliver a deadly sting towards its enemies. Their lower body is usually covered in thin fur the same color as their hair that covers all of their lower taur body and reaches only up to the hip section of their humanoid half and their feet can vary between being hooves, paws or insectoid like claws.
Ability Score Increase. Your Strength or Constitution score increases by 1.
Tauroid Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag and can serve as an independent mount for a creature of Medium or smaller size.
In addition, any climb that requires hands and feet is especially difficult for you because of your taurine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
Improved Speed. Your walking speed is 40 feet.
Tail Whip. You have a long tail that can serve as a deadly weapon. This natural weapon counts as a simple weapon with which you are proficient with and deals 1d6 bludgeoning damage, using your Strength for its attack and damage rolls. In addition, once on each of your turns when you damage a creature with this tail, you can have it make a Dexterity saving throw (DC is 8 + your proficiency modifier + your Constitution modifier). On a failed save, the creature takes an additional 2d6 fire damage, on top of the damage dealt by your tail whip. On a successful save, it takes half damage from the fire. You can deal this extra fire damage a number of times equal to your proficiency bonus and you regain all expended uses on a long rest.
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