Underground Monster (5e Race)

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Author's note: Please suggest to the discussion tab your changes to the race before you make big changes to this race. I would like this page to reflect the overwhelming creativity of people in an organized fashion.

Underground Monster[edit]

Physical Description[edit]

Monsters come in numerous shapes and sizes, although the notable species of monsters include skeletons like Sans and Papyrus, ghosts like Napstablook and Mad Dummy, and Boss Monsters like Toriel and Asgore. Monster SOULs are upside down and wholly white.

A monster's body is mostly made of magic and is attuned to its SOUL. When a monster gets old, they enter a state referred to as having "fallen down." A monster in this state lies immobile and dies shortly afterward. When a monster dies, its body turns into dust. This dust is often spread onto the owner's favorite thing at funerals so that their essence lives on in their possessions. Monsters' bodies and SOULs are closely linked; when a monster dies, its SOUL is lost forever. Boss Monsters are an exception, as their SOULs exist outside their bodies for a few moments before shattering

History[edit]

Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where Monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept Monsterkind sealed underground, was destroyed and a small fallen human helped Monsterkind incorporate themselves into human society.

Society[edit]

Today, monsters are living with the more accepting human civilizations. They interact and form bonds with other humans. They use their magic to help themselves to their friendly humans. They exchange ideas and grow better from it. Monsters are quite open

Underground Monster Names[edit]

Monsters' open-mind views have very little pattern for their names, just like humans. Unlike most races, monsters can be male, female, or genderless as gender has no purpose for reproduction.

Male: Sans, Grillby, Asgore, Papyrus, and Mettaton

Female: Muffet, Toriel, Alphys, and Undyne.

Genderless/Gender Neutral: Woshua, Parsnik, Whimsalot, Napstablook, and Mad Dummy.

Underground Monster Traits[edit]

Humanoid, Fandom Undertale Monster
Ability Score Increase. One your score increases by 2 and one of your scores increases by 1 or increase three of your abilities by 1.
Age. Serval centuries
Alignment. Underground Monsters tend toward no particular alignment. The best and the worst are found among them.
Size. Monster vary widely in height and build, from barely 1 foot to 15 feet tall. Your size is tiny, small, medium, or large.
Speed. Your base walking speed is 30 feet.
Minor Package. Monsters come in many shapes and abilities. Choose one minor package from below.
Major Package. Monsters come in many shapes and abilities. Choose one major package from below.
Magic Talent. All monsters have the ability to defend themselves with magic. Choose one magic talent from below.
Dusted. As a being of mostly magic, you do not leave a body. When you die, all of your magic leaves you. The very little physical matter in your body becomes white dust. Only the spells Reincarnate, Resurrection, True Resurrection, and Wish can bring you back from the dead.
Languages. You can speak, read, and write Common and one extra language of your choice.

Minor Package[edit]

Choose one minor package from below that best reflects your monster's ability.

Darkness and Damage Resistance Bundle[edit]

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 can’t discern color in darkness, only shades of gray.

Resistance: Choose one damage type that is not piercing, slashing, or bludgeoning. You gain resistance to this damage type.

Flying Package[edit]

Winged: You have wings sprouting from your shoulders. While you aren’t wearing heavy armor you have a flying speed equal to your walking speed.

Water Package[edit]

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 can’t discern color in darkness, only shades of gray.

Natural Swimmer: You have a swimming speed equal to your walking speed.

Amphibious: You can breathe air and water.

Natural Package[edit]

Natural Armor: You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Natural Weapon: You have claws, tusks, hooves, or horns that you can use for attacks. You deal 1d6 piercing, slashing, or bludgeoning damage with them.

Boss Monster Package[edit]

You are a powerful monster, stronger than most. They are known to lead and protect others.

Boss Toughness: Your hit point maximum increases by half your level (minimum 1).

Boss Greater Armor: While you are not wearing heavy armor or wielding a shield, your AC is increased by 1.

Preserve Bloodline: As long as you have no living children, you cannot age into elderly. This can cause boss monsters to live well past their normal lifespan.

Stronger Soul: After death, your soul outlives your body for 1 turn (6 seconds) before turning to dust. While your soul is whole, you are affected as normal by spells that bring you to life.

Climber Package[edit]

Natural climber: You have a climbing speed equal to your walking speed.

Extra Limbs: You have two slightly smaller secondary arms or limbs. These limbs 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.

Construct Package[edit]

Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:

  • Your creature type is construct instead of humanoid.
  • You have advantage on saving throws against being poisoned.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Organic Soul: Your soul is not made of metal, it's made of magic. You can still able to be healed by magic.

Armored Casing: You are encased or made of metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Ghost Package[edit]

You are a monster that has taken the form of a ghost. You spend most of your time in objects in order to interact with the world.

Ghostly Nature. being a ghost has its perks:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death-saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Procession. Like any ghost story, you have the ability to process. While a living creature has too much determination for you to process, an object is a different story. As an action, you can unpossess your current vessel and process a different object within 5 ft of you. If you are attacked while moving between the two objects (from an attack of opportunity), you have immunity to all bludgeoning, piercing, and slashing damage.

Wander. At 13th level, your soul is strong enough to leave your vessel for long periods. As an action, you leave your vessel and cast etherealness on yourself without any spell slots once per long rest. You have to enter a new vessel before the spell ends. Whenever etherealness is cast on you, you leave your current vessel.

Skilled Package[edit]

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 can’t discern color in darkness, only shades of gray.

Skilled. You gain proficiency in two skills of your choice and one language of your choice.

Movement Package[edit]

Retreat. You can take the Disengage or Dash action as a bonus action on each of your turns.

Magic Package[edit]

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 can’t discern color in darkness, only shades of gray.

Naturally Magic Gift. You learn one cantrip of your choice. You can choose intelligence, wisdom, or charisma modifier for this cantrip.

Magical Resistance Package[edit]

Magic Resistance. You have advantage on saving throws against spells.

Healing Magic Package[edit]

Soul Mending. As an action, you can touch a creature, and that creature regains a number of hit points equal to 1d4. You use this trait up to your proficiency bonus before you need to finish a long rest to replenish your magic.

Major Package[edit]

Choose one major package from below that best reflects your monster's ability.

Shelled Package[edit]

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Speed Boast Package[edit]

Fleet-footed. Your movement is increased by 5 ft.

Natural Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Roar Package[edit]

King's Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Small Package[edit]

  • Requirement: size tiny or small.

Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Determination Package[edit]

De-termination. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Magic Talents[edit]

Monsters, beings of mostly magic, you are naturally connected to magical weave.

Color Magic Attack Package[edit]

Choose one magic type from below.

Red Magic

"..." -Narrator

Forewarning: As your bonus action, you create an illusionary attack that has the color red. Choose your single-target weapon attacks or spell and target a creature within that attack's normal range. An illusion of that attack, in red, flies at that creature.

The next time, you make that same attack against the same creature before the end of your end of next turn, it appears normal or slightly red and deals doubled damage. You ALWAYS have a disadvantage on this attack roll. That creature ALWAYS has advantage on this saving throw.

Hatred: When you use red magic you may overcharge it. When you do, you can ignore the "ALWAYS" ruling of your red magic. You can use this up to your proficiency bonus for every short or long rest.

Green Magic

"Eat Your Greens"- Vegetoid

Second Chance: you are an expert at stabilizing others. You learn the spare the dying cantrip. You cast this cantrip as a bonus action.

Green "Attack": As your bonus action, you make your next attack roll become green. This effect ends at your next turn. Green attacks heal instead of dealing damage. After the first turn, this attack deals damage instead of healing.

Once you use this trait, You can use this up to your proficiency bonus for every short or long rest.

Light Blue (Cyan) Magic

"Stop signs are red. So imagine a blue stop sign instead." -Sans

Blue means Stop: Your blue magic means stop. Whenever you use a projectile or range single target spell, you can turn it blue. Instead of making an attack roll or causing a saving throw, the projectile or spell appears half in and half out of a creature that you can see that is within the normal effective range for that projectile or spell.

Unlike normal attacks, blue attacks are transparent and creatures and objects can freely move through them. The blue attack remains on the battlefield for one minute or until its effects are triggered. Whenever a creature willingly moves in, through, or out of a blue attack, they take the full damage and effects of the projectile or spell as if they failed the saving throw or got hit with a successful attack roll. This bypasses certain features that depend on failed saving throws like legendary saves and evasion.

Run Away!: When you use blue magic, you may overcharge it. The targeted creature makes a Wisdom saving throw vs 8 + your intelligence, wisdom, or charisma modifier + your proficiency bonus, or they become frightened until the end of their turn. While frightened in this way, they must use their full movement to run away from you.

You can use this up to your proficiency bonus for every short or long rest.

Orange Magic

"O-Orange ones, um... [...] Move through those ones! "-Alphys

Orange means Move: Your orange magic means to move. Whenever you use a projectile or range single target spell, you can turn it orange. Instead of making an attack roll or causing a saving throw, the projectile or spell appears half in and half out of a creature that you can see that is within the normal effective range for that projectile or spell.

Unlike normal attacks, orange attacks are transparent and creatures and objects can freely move through them. The orange attack remains on the battlefield for one minute or until its effects are triggered. Whenever a creature ends its turn in the orange attack, they take the full damage and effects of the projectile or spell as if it failed the saving throw or got hit with a successful attack roll. This bypasses certain features that depend on failed saving throws like legendary saves and evasion.

Frozen in Fear: When you use orange magic you may overcharge it. The targeted creature makes a Wisdom saving throw vs 8 + your intelligence, wisdom, or charisma modifier + your proficiency bonus, or they become frightened until the end of their turn. While frightened in this way, they have a movement speed of 0.

You can use this up to your proficiency bonus for every short or long rest.

Karma Magic

"KARMA coursing through your veins." -Flavor text from Sans's battle

Judgment Time: Karma is a poison-like magic that slowly drains the victim. Whenever you deal damage, you can apply Karma magic to it. After the normal damage, the affected creature(s) gains the Karma condition with the number of Karma equal to the half damage. Total karma on a creature cannot exceed 10 * your proficiency bonus.

At the start of a creature turn that is affected by Karma condition, they take necrotic damage equal to the total number of Karma divided by 5 (rounded up), and Karma is reduced by the amount of damage taken. If the damage caused by Karma would cause a creature to fall below 1, that creature's hp is 1 and all Karma is removed.

Guilty: You can overcharge Karma in a creature. Just before a creature takes Karma damage, you can use your reaction to make it more powerful. They take necrotic damage equal to total Karma divided by 10 (rounded up). Karma is reduced by the amount of damage taken. This damage cannot be prevented or resisted.

You can use this up to your proficiency bonus for every short or long rest.

Soul Mode Package[edit]

Some monsters have the ability to use magic on souls to create a buff or debuff on themselves or others. When such buff or debuff is in effect, the target's soul becomes that color. Choose one mode below:

Red

"...and then the red soul grew legs and ran away. You have to believe me Undyne!"-Aphys in an unknown AU

Red stands for carving your own way forward. you can turn a soul that you can touch into a red soul mode for one minute. If they are not willing, they can make a Constitution saving throw vs. dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is red. The affected creature may choose to make the saving throw at the end of its turn.

While red, the affected creature gains the following:

  • Your movement is increased by 10 ft
  • Attack of opportunity against you has disadvantage
  • Your climbing and swimming speed matches your walking speed
  • You can crawl at normal speed
  • You ignore difficult terrain
  • You have a flying speed equal to your proficiency modifier times five.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Blue

"YOU'RE BLUE NOW. THAT'S MY ATTACK!" -Papyrus

Blue is gravity. As an action, you can turn a soul that you can touch into a blue soul mode for one minute. If they are not willing, they can make a Constitution saving vs. dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is blue. The affected creature may choose to make the saving throw at the end of its turn.

While blue, the affected creature gains the following:

  • You do not take fall damage
  • You cannot fly or glide
  • You are under the effects of the jump spell.

At 13th level, the caster can use their action to change the gravity to up, down, north, east, south, or west. The affected creature may use their reaction to make a Dexterity saving vs. a challenge difficulty given by the GM on the difficulty to grab onto an object to anchor yourself from the shifting gravity.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Green

"As long as you're GREEN you CAN'T ESCAPE! Unless you learn to face danger head-on…You won't last a SECOND against ME!" -Undyne

Green is shield. As an action, you can turn a soul that you can touch into a green soul mode for one minute. If they are not willing, they can make a Constitution saving throw vs. dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is green. The affected creature may choose to make the saving throw at the end of its turn. The caster may end green mode anytime during their turn.

While green, the affected creature gains the following:

  • Your movement is halved
  • You cannot be pushed or be prone

The green soul gains a thin green, transparent square shield that is 5 ft by 5 ft. If you are using a grid, this shield is in one of the lines that the green soul is in. If not using a grid, the shield is next to the green soul. It is close enough to prevent another creature from getting between the shield and the green soul but far enough to give the green soul its space.

The green shield is always in the same place relative to the green soul, regardless of where the green soul moves to. At will and not requiring any actions, the green soul can will the shield to move to a different line that the green soul is in the grid, above, or below. If not using the grid, the green soul can move the shield to north, east, south, west, above, or below.

The shield is indestructible. It prevents all magic from passing. This causes spells to be automatically dispelled if the spell requires a line of sight and the caster uses the transparent shield to see their target. The shield provides full cover for the green soul from one direction.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Purple

"... I think purple is a better look on you! Ahuhuhu~" -Muffet

Purple is a trap. As an action, you can turn a soul that you can see within 60 feet away into a purple soul mode for ten minutes. If they are not willing, they can make a Constitution saving this. vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is purple. The affected creature may choose to make the saving throw at the end of its turn. The caster may end purple mode anytime during their turn.

The caster chooses a direction, if on a grid the direction must be aligned with the grid. The purple soul can only walk, run, swim, fly, glide, climb, etc. in the chosen direction and the opposite direction. This causes the purple soul to be only able to move freely by moving back and forth. The only way to move off this line is by jumping or falling. While being purple, you can only jump once per turn.

You can use this feature up to your proficiency bonus until you have to complete a short or long rest to restore your uses.

Yellow

"You see that yellow button...? [...] Now press [Z]!!!" -Alphys

Yellow is a shooter. As an action, you can turn a soul that you can touch into a yellow soul mode for one minute. If they are not willing, they can make a Constitution saving this. vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is yellow. The affected creature may choose to make the saving throw at the end of its turn. The caster may end yellow mode anytime during their turn.

When a yellow soul uses a melee weapon or spell, you can attack 30 feet away as a yellow beam or ray fires out.

When a yellow soul makes a ranged or thrown weapon or spell, the yellow soul makes the same weapon attack or spell (without spell slots) as a bonus action. It deals only 1d4 damage and has no extra effect.

Once you use this feature, you cannot use it again until the end of a long rest.

Blaster, Cannon, or Ray Package[edit]

Blasting Magic Weapon: You are able to summon a magical weapon to blast your foes. When you pick this trait, choose 15 ft cone or a 30-foot line that is 5 feet wide.

When you take the Attack action on your turn, you can replace one of your attacks with a blast of magical energy in an area of effect that you have chosen when you pick this trait. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of a damage type that you choose when you pick this trait. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Blasting Magic Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Explosion Package[edit]

Magic Explosion: You are able to summon a magical weapon to explode your foes. When you take the Attack action on your turn, you can replace one of your attacks with an explosion of magical energy. Choose a spot within 15 ft from you, as a magical explosion of a 10 ft radius sphere appears. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of a damage type that you choose when you pick this trait. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Magic Explosion once per short or long rest.

Spellcasting Package[edit]

Magic Gift: Choose a cantrip, 1st-level spell, and 2nd-level spell from the same spell list. Your spellcasting modifier matches the normal spell-casting modifier from that class. Ex: You pick your cantrip, 1st level spell, and 2nd level from the Druid spell list. Wisdom is your spell-casting modifier.

You know the cantrip at 1st level. When you reach 3rd level, you can cast your 1st-level spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast your 2nd-level spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest.

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