From the creators of both the Character Dice 3.5 Edition and Character Dice 5th Edition – We bring you the Monster Race Dice, allowing you to randomly create up to 7 different creatures with just a roll of the dice.

Many options

With 7 options (and a Reroll) you have a range of unique creatures to choose from. There are creatures on here that I didn’t know were actually creatures – I will describe each one and link to their description.

This is a great way to try out new monsters that you may not find in the Monster Manual. As a DM you could use this for any player that gets a magical item that randomly summons creatures- just a thought?

Monster Describtion

Click on the images to look up the stats on D&D Wiki

Haunted by an ancient crime that robbed them of their wings, the flightless Kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffers from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. 

Aasimar bears within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar is born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

An Aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the Aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the Aasimar receives visions, prophecies, and feelings.

At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, Firbolgs demonstrate formidable skills with weapons and druidic magic.

Lizardfolk possesses an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above.

Get one for your self?

If you think this is something you need in your life – then we will have it available HERE

What new dice have you seen that you would like me to look at? Please let me know and I’ll see what I can do to review it for you.


Richard Eccles

General Geek with a taste for everything geeky, everything from D&D to Board Games. I'm a Technical Manager to pay the bills - so spend far too much time in front of a screen.

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