D&D (2024) Humanoids in the MM...

The impression I got is that the new NPC statblocks are supposed to represent individuals of all species, so I don't expect any species templates to modify them in the new MM. Presumably if you want an aarakocra mage to have aarakocra traits like flight, that'd be a homebrew thing from here on. I could be misinterpreting, of course.
Since Species is primarily about special abilities now, this seems like it would be fairly easy and inoffensive.
 

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The impression I got is that the new NPC statblocks are supposed to represent individuals of all species, so I don't expect any species templates to modify them in the new MM. Presumably if you want an aarakocra mage to have aarakocra traits like flight, that'd be a homebrew thing from here on. I could be misinterpreting, of course.
In.that case species becomes a skin and what's the point?
 



In.that case species becomes a skin and what's the point?
How many racial traits really are useful to monster design? Even in 5e, most statblocks designed to represent "races" rarely had much impact from racial traits. Oh, this spellcaster is an elf; he has fey ancestry and darkvision! Oh, this guard is a halfling, she is small and has lucky. Etc.

That said, we've seen a few "warrior" statblocks already and they are very different. The bullywug warrior and the bugbear warrior aren't the same stats with minor bonuses and reskins, so I think some of the templating will be unique. I just think they are going to tell you not to sweat the mechanics of making a dwarf spy different than a human spy, save for darkvision and poison resistance.
 

I think that's what they @JEB Is saying, and neither of us are happy about it.
It seems simple enough to add a small table of options.

Let's say bandits
If the bandit is... Then...
A goblin they may use a bonus action to dash or disengage; darkvision
A dwarf they have +10 hp and do +1 additional damage in melee; adarkvision
A Elf they have +2 to hit and damage with a bow and can cast misty step once/long rest
A half giant they have double standard hit points and do an additional die of damage with attacks

Something like that: still concise but right there so it is actually useful, even if the GM has decided to make a mixed group of bandits (which they should).
 

It seems simple enough to add a small table of options.

Let's say bandits
If the bandit is... Then...
A goblin they may use a bonus action to dash or disengage; darkvision
A dwarf they have +10 hp and do +1 additional damage in melee; adarkvision
A Elf they have +2 to hit and damage with a bow and can cast misty step once/long rest
A half giant they have double standard hit points and do an additional die of damage with attacks

Something like that: still concise but right there so it is actually useful, even if the GM has decided to make a mixed group of bandits (which they should).
That is definitely something they could do. Do you think they're likely to?
 



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