Full Moon Tabaxi | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Full Moon Tabaxi

Born at the apex of the moon's power, full moon tabaxi have very little in common with their humanoid brethren. Resembling muscular lions, tigers, panthers, and other big cats, but with broader muscles and larger fangs, with long toes that are the vestigial remains of the hands and feet found on normal tabaxi.   To the uninitiated, full moon tabaxi resemble nothing more than mindless beasts, but this is could not be further from the truth. Like all tabaxi, they can speak and learn. Some develop deep philosophies on the nature of the line between man and beast. The great strength and size provided by the moon have their drawbacks, however, at all times a full moon tabaxi feels the constant urge to hunt prey and return to the wilds. Such emotions are found in all tabaxi, but in full moon tabaxi, this urge is hard to ignore. As such, many full moon tabaxi have a hard time developing skills that aren't related to combat or wilderness survival.   Common classes for full moon tabaxi include barbarians, oath of the ancient paladins, and rangers. A rare few choose to undergo dangerous arcane rituals in order to protect their weaker siblings and cousins from supernatural threats and become blood hunters.
ability score increase: +2 to constitution, +1 to strength, -2 to intelligence
age: Tabaxi age around the same rate as humans.
alignment: usually of a chaotic leaning
Size: Medium
speed: 35ft
Languages: common and one other language of your choice
race features:
  • 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.
  • No thumbs. As a quadruped, your ability to wield weapons and tools is limited to being held only in your mouth or tail. You can only wield one-handed weapons.
  • Crushing Fangs and Claws. Your claws and/or fangs are natural weapons. They are considered simple melee weapons with the heavy property, with which you are proficient. They deal 1d12 piercing or slashing damage.
  • Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
  • Daunting 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.
  • Pounce. When you move at least 20 feet towards a creature and hit with a melee weapon attack, the creature must succeed on a Strength saving throw or be knocked prone. If the target falls prone, you can make an attack using your fangs or claws against that creature as a bonus action. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Creatures 2 or more size categories larger than you have advantage on the save.

Created by

steakbake.

Statblock Type

Race/Species

Link/Embed