TABLE OF CONTENTS
Table of Contents ....................................................................2
Bearon ......................................................................................3
Bearon Names ..................................................................................3
Bearon Traits ....................................................................................3
Kitsune (Fox) ...........................................................................3
Kitsune Names .................................................................................3
Kitsune Traits ...................................................................................3
Rabbitfolk ................................................................................4
Rabbitfolk Names ............................................................................4
Rabbitfolk Traits .............................................................................4
Squirrelfolk ..............................................................................4
Squirrelfolk Names .........................................................................4
Squirrelfolk Traits ...........................................................................5
Barri (Walrus) ..........................................................................5
Barri Names ......................................................................................5
Barri Traits ........................................................................................5
ANIMAL RACES
A guide to player races that can be used in the
Heroes Of Zoontalis RPG Setting
The content of this document was not created by Dice Heads. It is merely compiled for ease of use.
This document collects together the amazing resources from the DnDWiki and other sources.
[Link]
Other sources have been linked for clarity where appropriate.
I have left most of the contextual information as that will change as the Zoontalis setting develops.
Disclaimer:
Dice Heads did not create the Anthropomorphic Races described within but has collected them together here for ease of use. Thank you for the amazing DnD community!
Follow the above link to see more.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement
All other original material in this work is copyright 2020 by DICE HEADS Ltd and published under the Community Content Agreement.
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BEARON
BEARON NAMES
Bearon tribe names are generally unpronounceable but townfolk often give them a name to describe some unique attribute or
simply something bear related in their society from stories and folk tales afar.
Names: Ted, Scar-paw, Maw-burn, Bearington, Growley, Baloo, Cubby, Toby
BEARON TRAITS
Sir Bearington's own proud and mighty race of humanoid Ursus (Ursine Bears).
Ability Score Increase. Your Strength increases by 2 and your Constitution score increases by 1.
Age. Typically 15-30 years.
Alignment. Any but tend towards chaotic and neutral as outcasts.
Size. Bearons are typically 7'–8 ft. tall, 300–400 pounds. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Rugged Hide. While not wearing armor, your Armor Class is 13 + your Constitution modifier. You may use a shield and still be
granted this bonus.
Load Bearing. Your carrying and lifting capacity is doubled as though you were a Large creature.
Blurry Smell. You have advantage on Wisdom (Perception) checks which rely on smell, but have disadvantage on Wisdom
(Perception) checks which rely on sight.
Big Paws. You can wield oversized weapons (or Large weapons) as though you were a Large creature. You cannot wield light
weapons.
Languages. You can read, write, and speak Common & Beastial
KITSUNE (FOX)
KITSUNE NAMES
Having had their society nearly exterminated, it is not all that uncommon for a kitsune to have names of other races. The
names listed below are some traditional kitsune names.
Male: Akihiko, Daiki, Jirou, Kei, Osamu, Takeo, Yuudai
Female: Aya, Chinatsu, Eri, Mana, Ritsuko, Sachiko, Tsukiko
KITSUNE TRAITS
A race of anthropomorphic fox people who have magic in their blood and light shape-changing capabilities.
Ability Score Increase. Your Charisma score increases by 2.
Age. Kitsune reach adulthood at 16, cease physical aging in their early 20s and live to be a century and a half.
Alignment. Due to their nature of being a bit mischievous, kitsune are often chaotic. Even the most skilled monks find it
difficult to ignore the desire to be a bit mischievous at times, but they tend to approach the trick in a much more planned out
and guided manner. Kitsune are known to be both good and evil.
Size. Kitsune are generally on the smaller side of most humanoids ranging from 4'7 to the tallest being just under 6'. Weight
wise kitsune are as light and agile as they look. Your size is Medium.
Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase
your movement speed to 35 feet.
Kitsune Awareness. You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A
creature hidden from divination magic reveals nothing.
Kitsune Trickery. You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you
cannot change alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation)
check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is
equal to 10 + your proficiency bonus + your Charisma modifier. This magic is detectable by spells such as detect magic and
dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for
the sake of dispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.
Languages. You can speak, read, and write Common.
Subrace. Pick one from Zenko or Yako.
ZENKO
They are known as celestial kitsune since most are benevolent and kind. These kitsune tend to have the lighter fur colors,
white, golden brown, grey, etc.
Ability Score Increase. Your Wisdom score increases by 1.
Kitsune Divinity. You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level,
you can cast the bless spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can
also cast the calm emotions spell once and need to finish a long rest before you can cast it again. Charisma is your
spellcasting ability for these spells.
Second Langauge. You can speak, read and write Celestial.
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YAKO
They are known as trickster kitsune since they are the ones more prone to their prankster heritage. These kitsune tend to
have the darker fur colors, black, reddish brown, dark grey, etc.
Ability Score Increase. Your Dexterity score increases by 1.
Kitsune Arcana. You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level,
you can cast the cause fear[1] spell once and need to finish a long rest before you can cast it again. When you reach 5th level,
you can also cast the phantasmal force spell once and need to finish a long rest before you can cast it again. Charisma is your
spellcasting ability for these spells.
Second Langauge. You can speak, read and write Sylvan.
RABBITFOLK
RABBITFOLK NAMES
Rabbitfolk prefer to take human names, though some will adopt names derived from Beast Speech
Common Names: Any human name, as well as Cenaav (He/She Reveals), Cretetuu (They Scream), Vecetuu (I Whisper), Venaaj
(I Wander)
RABBITFOLK TRAITS
The rabbitfolk character is a race that bears many similarities but are commonly separated into a few groups.
Pleasant and laid back, there are few people that hate rabbitfolk.
Ability Score Increase. Your Charisma score increases by 2.
Age. Rabbitfolk usually live a little over a century before they pass away. They become adults at around age 16 or 17.
Alignment. Rabbitfolk tend to be warm, polite, and kind, following a commonly good alignment but are also known for
having a strong conscience and temperament, they will hold big ill will towards others if they consider they have been
wronged, so they're just as likely to be lawful as chaotic.
Size. Rabbitfolk tend to be short and lithe, standing about 3 feet tall, but weighing not much more than 35 lbs. Your size is
Small.
Speed. Your base walking speed is 25 feet.
He Can Leap About. You have advantage on ability checks to escape a grapple or wriggle free of bonds.
Rabbit's Foot. If an enemy scores a critical hit against you, you can use your reaction to turn the critical hit into a normal hit.
If you do, you can't use this trait again until an attack roll against you rolls a 1 on the d20 or you finish a long rest.
Affable. You have proficiency in the Persuasion skill.
Languages. You can speak, read, and write Common and Beast Speech. If not using a setting with multiple beastfolk, you may
substitute Beast Speech with one other language of your choice.
Subrace. Rabbitfolk are separated into subraces, each corresponding to a different color: White and brown. Even the different
color has different personalities.
BROWN RABBITFOLK
Brown rabbitfolk are inquisitive, often to a fault. They are curious and wish to learn about new things, be it armor, magic,
history, or the cosmology of the world. This can, at worst, give them an air of superiority, but most of the time, they are
simply impulsive, albeit annoyingly so. The thirst for learning often draws brown rabbitfolk to institutions of learning, where
they can bury themselves into tomes and tools.
Ability Score Increase. Your Dexterity or Intelligence score (your choice) increases by 1.
Artisan. You gain proficiency in one type of artisan's tools of your choice.
No Ordinary Rabbit. When making a check involving any artisan's tools in which you have proficiency, you may double your
proficiency bonus on the check.
WHITE RABBITFOLK
Hardy and hale, white rabbitfolk are often born in the northern reaches of the island nation and have snow-colored fur on
their bodies. They are a healthy lot and are known for being surprising tough, despite their small size. Most folks look at
white rabbitfolk as symbols of health and vigor, using them for slogans in health products.
Ability Score Increase. Your Strength or Constitution score (your choice) increases by 1.
Press Your Luck. You require five failed death saving throws to die instead of three.
SQUIRRELFOLK
SQUIRRELFOLK NAMES
Squirrelfolk names are not especially peculiar, but they do often have two names. They have their birth name, spoken only in
their native tongue. But they also have a secondary name, which other races can pronounce. Listed below are the second type
of names.
Male: Adelbert, Bavo, Bilberry, Ebroin, Fosco, Gorbulas, Leufroy, Mattalic, Odo, Walcaud
Female: Athalia, Fio, Himi, Jenia, Kiley, Moira, Primula, Rotrude, Shel, Taryn
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SQUIRRELFOLK TRAITS
Squirrelfolk are a short, cute, but noble woodland race.
Ability Score Increase. Your Dexterity (or) Strength score increases by 2.
Age. Squirrelfolk become adults at the age of 8 and live to the ripe old age of 55, though some have lived to the age of 80.
Alignment. Squirrelfolk tend to naturally lean towards the Lawful and Neutral alignments, though exceptions are always
common
Size. You are just over, or just under 1 and a half feet tall, your size is Tiny.
Speed. Your base walking speed is 25 feet. However, if both your hands are free you can run on all fours, increasing your
speed to 35 feet. You also have a climbing speed of 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
can't discern color in darkness, only shades of gray.
Alert. You have proficiency in the Perception skill.
Rodent Bite. You can make a type of unarmed strike, a bite, without using your hands. On a hit, this bite deals piercing
damage equal to 1d4 + your Strength modifier.
Vigilant Vegetarian. Squirrelfolk eat nuts, fruit, and vegetables, they will never eat meat. If forced to do so you must succeed
a DC 15 Constitution saving throw or be poisoned until you finish a long rest.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. There are two subraces of squirrelfolk: Red and Grey.
RED SQUIRRELFOLK
Red squirrelfolk are the more common of the two types, and also the smaller, generally a few inches less than their grey
cousins. however, They are the "upper-class" of the squirrelfolk, often the merchants, the store clerks and the aristocrats.
Ability Score Increase. Your Charisma score increases by 1.
Upper-Class Conversation. You have proficiency in the Persuasion skill.
GREY SQUIRRELFOLK
Grey squirrelfolk are the working class group of the society. They are the farmers, the smiths, the workmen. Though they are
slightly taller than the red squirrelfolk, they are also thinner and in some regard, more agile. They are the Squirrelfolk who
are sent foraging, scavenging, and reconnaissance.
Ability Score Increase. Your Wisdom score increases by 1.
Scavengers. You have proficiency in the Survival skill.
BARRI (WALRUS)
This race comes from this excellent resource:[Link]
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BARRI NAMES
A Barri carries the name of their family when they are born. Only those who survive to adulthood earn the privilege of a
personal moniker.
Male Names: Amaq, Inuk, Kuma, Nuniq, Panuk, Pilip,
Silla, Tarkik, Toklo, Tonraq, Tulim, Tulok, Ukim, Umia, Yosk
Female Names: Amka, Anji, Aput, Aquak, Atiq, Cupun,
Elisa, Jissik, Kallik, Nanu, Nuni, Qimmiq, Tapeesa, Uki
Family Names: Anawak, Angula, Caubvick, Enook, Etok,
Havio, Irniq, Ivalu, Kootook, Kusug, Teevee, Uvavnuk, Watta
BARRI TRAITS
Your Barri character has a variety of natural abilities, the result of hundreds of years of desperate survival.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Barri mature slower than humans, reaching adulthood around age 25. They rarely live longer than 60
years, but this is typically a result of their harsh environment.
Alignment. Barri tend toward law knowing that order is necessary for survival. They will accept any costs to maintain
this order.
Size. Barri are larger and much bulkier than humans averaging 6 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 20 feet.
Arctic Survivor. You have proficiency in your choice of Navigator's Tools, Vehicles (Water), or the Survival skill.
Blubber. Your blubbery body gives you a natural proclivity toward cold. You have resistance to cold damage.
Struggle Through. When you fail a Strength check, you can choose to add your Constitution modifier to the roll,
potentially changing the failure into a success. After you use this trait, you can't do so again until you complete a short or
long rest.
Enduring Breath. You can hold your breath for up to 1 hour.
Tusks. Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal
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piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common & Beastial