Order of the Roll - Dungeons and Dragons Mole People - Order of the Roll

Mole People

Dnd Mole People Race

Overview

Mole Peo­ple are small, sub­ter­ranean mam­malian humanoids who thrive beneath the sur­face of the world. They live off earth­worms, grubs, and oth­er under­ground crea­tures. Their bod­ies are com­pact and cylin­dri­cal, cov­ered in dark fur rang­ing from deep gray to pitch black. With short tails, pow­er­ful dig­ging claws, and a keen sense of smell and touch, they nav­i­gate the dark­ness of their tun­nels with ease.

Their eye­sight is poor, but under­ground, sight mat­ters lit­tle; they per­ceive the vibra­tions and scents of the world far bet­ter than most sur­face dwellers could imag­ine.

Society and Settlements

Mole Peo­ple con­struct vast net­works of tun­nels, cham­bers, and even under­ground cities. These bur­rowed civ­i­liza­tions are carved out entire­ly by their own claws, form­ing intri­cate mazes of earth­en homes, mar­kets, and halls.

They rarely ven­ture to the sur­face, pre­fer­ring the com­fort of their dim­ly lit bur­rows. The sur­face folk, whom they call Sun­shin­ers, are often viewed with sus­pi­cion. Mole Peo­ple par­tic­u­lar­ly dis­trust Dwarves, Humans, and Dog­folk, as those races fre­quent­ly dig for ores and trea­sure, some­times dis­turb­ing or even col­laps­ing Mole set­tle­ments in the process.

Relations with Other Races

Although many Mole Peo­ple har­bor resent­ment toward the Sun­shin­ers, not all share this view. Some choose to leave their sub­ter­ranean homes to explore the sur­face world. These wan­der­ers are often con­sid­ered out­casts or even trai­tors by their kin, for to live under the sun is, in the eyes of many Mole Peo­ple, to aban­don one’s her­itage.

Leadership and the Deep Kingdom

Deep beneath the Red Iron Hills lies the great­est of all Mole cities, ruled by the enig­mat­ic Deep King, who calls him­self Mole Man (real name Har­vey Rupert Elder). He claims domin­ion over the Mole Peo­ple and often involves him­self in sur­face pol­i­tics, though few take him seri­ous­ly.

Despite his efforts to estab­lish peace between sur­face and sub­ter­ranean folk, his pleas to halt exces­sive min­ing go large­ly ignored. The Deep King con­tin­ues to fight for the safe­ty of his peo­ple, though his words often fall on deaf ears.

Personality and Adventurers

Mole Peo­ple adven­tur­ers are rare but dri­ven. Those who leave their tun­nels do so out of curios­i­ty, exile, or a desire to bridge the gap between the dark below and the light above. They are loy­al, prac­ti­cal, and instinc­tive­ly cau­tious, but once they trust some­one, that bond runs as deep as the earth itself.

Stats

  • Abil­i­ty Score Improve­ments: You gain a +1 to your intel­li­gence score and +1 to your wis­dom score

  • Size: You are small, usu­al­ly rang­ing amund 3 to 4 feet tall. You are also quite stout

  • Speed: You have a walk­ing speed of 25 feet, and bur­row­ing speed of 10 feet in soft soil or sand.

  • Sun­light sen­si­tiv­i­ty: in the sun­light or oth­er bright light, your sens­es are daz­zled and you strug­gle to engage with your sur­round­ings Dex­ter­i­ty relat­ed skill checks, sav­ing throws and per­cep­tion checks all have dis­ad­van­tage

  • Blind­sight: You have blind­sight of 10 feet around you thanks to your sen­si­tive nose and affin­i­ty for vibra­tions

  • Dirt Archi­tect: You have advan­tage on sur­vival checks when tun­nel­ing, ana­lyz­ing sub­strate, or oth­er­wise cre­at­ing dirt struc­tures

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Mol and one oth­er lan­guage that you want.
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