Small Humanoids Part 2 – Baboon People, Badgerfolk, and Bat-things for 5e D&D

Last time I created a group of humanoids, it was a pretty big hit with the readers. In fact, I immediately got a call to create a playable race for my mousefolk race, laicosts. I’m continuing that trend today.

Here are the monsters you can expect:

  • Jabla
  • Jabla Captain
  • Jabla Warlord
  • Musty (badgerfolk)
  • La’stanf

Design Notes

Here’s how I’m creating these races:

  • I take a beast from Appendix A of the Monster Manual.
  • Then, I turn that creature into a Small humanoid.
  • Some of the new Small humanoids get 2 or more variants.
  • When picking names, I go to imdb.com, find the first three actor names I can find, and create words from their names. Last time it was the first 3 letters of their first name plus the first four letters of their last. This time, I’m going to roll a d4 + 1 twice to determine the number of letters I take.

Today, I’ll be creating Small humanoids from the baboon, badger, and bat entry in the Monster Manual. I’ll keep their ecologies somewhat the same and focus on their animalistic strengths and weaknesses.

Beyond that, I dug around on Google to find some good pics of these new creatures which further helped with the creation process.

Errata:

  • 9/21/2018 fixed a few formatting mistakes on musties and upped their darkvision to 60 ft.

3 New Small Humanoids for Dungeons & Dragons 5th Edition

Jabla

The jabla are a militaristic society of baboon-people found in dark mountainous jungle regions. Every jabla that reaches maturity is trained in the ways of war. Once its training is complete, the jabla is gifted its jablatha, or soul weapon, that it carries with it until it dies. A jabla that loses its jablatha is seen as soulless by other jablas; such an infraction is punishable by death or exilement from its fellow jablas.

Jabla warbands are typically groups of 5-8 jablas led by a jabla captain. Leading 3-4 jabla warbands is the jabla warlord, a dangerous and insidious foe. These groups are called jabla battalions by outsiders. Finally, the powerful jabla chief presides over the jabla battalions and effectively the entire tribe.

Jabla tribes rarely grow beyond 150 jablas, as jabla culture believes it is impossible to know and protect more than 150 souls at any given time. It is not uncommon for jablas to euthanize old, disabled, or slower jablas within their tribe. Furthermore, this limit to their social circle instigates extreme xenophobia towards non-jablan races.

Musty (badgerfolk)

If the Dwarves are stoics, the halflings hedonists, and the gnomes tinkerers, then the musties must be the philosophers of the world. Naturally inquisitive about the nature of, well, everything, musties wander the countrysides pondering the bigger questions in life. They’re dreamers, poets, writers, and deep thinkers, sometimes obnoxiously so. Instead of the enthusiastic “how?” of the gnomes, musties often lead with a quizzical “why?”, no matter the severity of any given situation.

Musties don’t believe in rigid societal rules. Instead, they govern themselves by virtue and logic, always asking themselves the question–how would this affect me if I were the other person? And while they do realize gods and demi-gods exist, they tend to think beyond religion, directing their intellectual efforts toward harder ontological questions.

The rare mustie who takes up the mantle of adventurer tends to be a druid, monk, ranger, bard or even barbarian; the latter thanks to their ferocious tempers that they swear they don’t have. It’s not unheard for a mustie to learn the arcane arts, either. However, because of their deep connection to morals and ethics, musties tend to shy away from the role of rogues. And it’s highly unlikely a mustie would ever promise itself over to a God or other divine being in order to take on the role of paladin or warlock.

La’stanf

Hidden behind the mists of Barovia are a race of bat humanoids known as la’stanfs. These horrid creatures haunt the hills around Mount Ghakis. There are frequent accounts of livestock and lost travelers found drained of blood, left dead along the side of the dull, gray roads.

Supposedly, the origin of the la’stanfs began with the werebats lurking in the Barovian forests. Over time, the la’stanfs lost their way, unable to return to a complete humanoid form or bat form.

La’stanfs lack a true social structure, although many will follow along with other humanoids, especially lycanthropes, goblinoids, and even gnolls. While most la’stanfs possess limited intelligence, they are capable of following orders and can be loyal shock troopers for their allies. The most powerful and intelligence la’stanfs sometimes take charge of small groups of la’stanfs, leading raids on their own. Most of those raids, however, are to find food and push interlopers away from their territories.

jabla-1

Jabla

Small humanoid (jabla), lawful evil


Armor Class 13 (leather)

Hit Points 14 (4d6)

Speed 30 ft., climb 30 ft.


Abilities Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 9 (-1)


Senses passive Perception 12

Languages Common, Jabla

Challenge 1 (200 XP)


Jablatha. While the jabla wields its jablatha, it applies its Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon’s damage die becomes a d8 if it is not already or higher and it deals an extra 4 (1d8) radiant damage (included in the attack). In addition, the jablatha counts as a magical weapon.

Pack Tactics. The jabla has advantage on an attack roll against a creature if at least one of the jabla’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Jablatha Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) radiant damage.

 

baboon-person

Jabla Captain

Small humanoid (jabla), lawful evil


Armor Class 17 (studded leather, shield)

Hit Points 54 (12d6 + 12)

Speed 30 ft., climb 30 ft.


Abilities Str 10 (+0), Dex 16 (+3), Con 13 (+1), Int 10 (+0), Wis 16 (+3), Cha 11 (+0)


Skills Intimidation +2, Perception +5, Survival +5

Condition Immunities frightened

Senses passive Perception 15

Languages Common, Jabla

Challenge 4 (1,100 XP)


Aura of Courage. The jabla captain and all of its allies within 10 feet can’t be frightened as long as the jabla captain isn’t incapacitated.

Jablatha. While the jabla wields its jablatha, it applies its Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon’s damage die becomes a d8 if it is not already or higher and it deals an extra 4 (1d8) radiant damage (included in the attack). In addition, the jablatha counts as a magical weapon.

Pack Tactics. The jabla has advantage on an attack roll against a creature if at least one of the jabla’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Multiattack. The jabla makes two attacks with its jablatha scimitar.

Jablatha Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage plus 4 (1d8) radiant damage.

jabla-chief

Jabla Warlord

Small humanoid (jabla), lawful evil


Armor Class 16 (studded leather)

Hit Points 132 (24d6 + 48)

Speed 30 ft., climb 30 ft.


Abilities Str 12 (+1), Dex 18 (+4), Con 15 (+2), Int 12 (+1), Wis 18 (+4), Cha 13 (+1)


Skills Intimidation +4, Perception +7, Survival +7

Condition Immunities frightened

Senses passive Perception 17

Languages Common, Jabla, Oscisaa

Challenge 8 (3,900 XP)


Aura of Courage. The jabla warlord and all of its allies within 30 feet can’t be frightened as long as the jabla warlord isn’t incapacitated.

Jablatha. While the jabla wields its jablatha, it applies its Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon’s damage die becomes a d8 if it is not already or higher and it deals an extra 9 (2d8) radiant damage (included in the attack). In addition, the jablatha counts as a magical weapon.

Pack Tactics. The jabla has advantage on an attack roll against a creature if at least one of the jabla’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Multiattack. The jabla makes three attacks with its jablatha greataxe.

Jablatha Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 9 (2d8) radiant damage.

Soul Burst (Recharge 5-6). The jabla releases a burst of radiant energy from its jablatha. Each creature within 15 feet of the jabla must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. A creature gains no benefit from cover for this saving throw.

 

musty-1

 

Musty (badgerfolk)

Small humanoid (musty), chaotic good


Armor Class 13 (chain shirt)

Hit Points  11 (2d6 + 4)

Speed 30 ft., burrow 10 ft.


Abilities Str 13 (+1), Dex 10 (+0), Con 15 (+2), Int 13 (+1), Wis 14 (+2), Cha 10 (+0)


Skills Investigation +5, Perception +6

Senses darkvision 60 ft., passive Perception 16

Languages Common, Musty

Challenge 1/2 (100 XP)


Inquisitive Mind. The musty can take the Search action as a bonus action on each of its turns.

Keen Smell. The musty has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The musty makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320. Hit: 3 (1d6) piercing damage.

 

la'stanf

La’stanf

Small humanoid (la’stanf), chaotic evil


Armor Class 13 (leather)

Hit Points 14 (4d6)

Speed 15 ft., fly 45 ft.


Abilities Str 15 (+2), Dex 15 (+2), Con 11 (+0), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)


Senses blindsight 60 ft., passive Perception 11

Languages Common

Challenge 1/2 (100 XP)


Echolocation. The la’stanf can’t use its blindsight while deafened.

Keen Hearing. The la’stanf has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the la’stanf can grapple the target (escape DC 12).

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature that is grappled by the la’stanf. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 

Thanks for reading!

Always fun to make humanoids. Hopefully, you can use this in your own campaigns (just not commercially, of course).

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