Easóga an-Mhór, Denizens of Underhill

“My father told me he was in a boat out on the lake with two or three men from Gort, and one of them had an eel-spear, and he thrust it into the water, and it hit something, and the man fainted and they had to carry him out of the boat to land.
-William Butler Yeats, The Celtic Twilight

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Easóga an-Mhór

Superstitious villagers claim that in the cold, misty highlands, especially near deep lakes, there are fairy mounds where strange beings live. They are almost correct. Dwelling within these burrows are the easóga an-mhór (pronounced “ee-soh-ga ahn-wohr,” singular: easóg an-mhór, pronounced “ee-sogh ahn-wohr”), a species of short, furry folk with features curiously similar to stoats, badgers, and otters. They are not actually fairies, but they do not mind the legends and folklore that discourage raiders from risking the fog of their homeland. From time to time, individuals or groups of these mustelid folk strike out in search of riches or a quest by which to make a name for themselves.

Created by the Fey

It is said that the easóga an-mhór were created by an archfey who was very fond of mustelids but desired intelligent company. Rather than seeking out other fey, it decided to transform some of the animals it cared for into humanoid companions. The first were created from badgers, but given upright bodies and hands and intellects capable of using tools skillfully. The archfey was pleased with them, but wanted a wider variety of conversation, so it created people out of otters, then again created more out of various martens, weasels, polecats, and ermines.

Born of Nature

The mustelid folk have not forgotten that they are creatures of the wild as much as they are people, and take steps to remain in tune with their environment. They build their homes under the ground both to stay in touch with their heritage as well as not to blight the land with large structures. In regards to religion, they follow druidic sects and deities linked with the fey almost exclusively. They do mine for metals and precious resources, but the entrances to such mines are hidden within their burrows and they never dig so greedily that they would undermine the stone around them, preferring instead to range further for new places to settle and dig.

Easóg an-Mhór Names

Each mustelid folk goes by a personal name and a title. The most common type of title is one claiming ancestry, which takes the form of “Mac” followed by the name of the most recent clan chieftain in their lineage (for example: Mac Muirne). Other titles are assigned based on notable traits of the individual.

Feminine Names: Banba, Cethlenn, Clothru, Deichtine, Eithne, Ernmas, Etar, Findabair, Fódla, Maeve, Muirne, Niamh (Prounounced: nieve), Plúr, Saba, Tailtiu

Masculine Names: Bres, Cíocal, Conaire, Elatha, Fiacha, Genann, Irial, Lir, Morc, Nemeadh, Orba Rudraige, Sláine, Starn, Tethra, Tuan

Titles: Airgetlám (“Silver Handed”), Beag (“Small”), Cathasach (“Vigilant”), Doireann (“Sullen”), Donn (pronounced: dun, “Brown”), Foltchaín, (“Beautiful Hair”), Cromm (“Crooked”), Dubh (pronounced: doov, “Dark”), Fionn (“White”), Gruama (“Gloomy”), Ildánach (“Skilled in Many Arts”), Liath (“Grey”), Luathlám ar Claideb, (“Swift Sword Hand”), Óg (“Young”), Sriabh-nDearg (pronounced: shreev-n-jarg, “Red-Striped”), Tuirbe Trágmar (“Thrower of Axes”)

Easóg an-Mhór Traits

Your mustelid folk character has several traits from their animal-like nature.
    Ability Score Increase. Your Constitution score increases by 1.
    Age. Mustelid folk reach maturity by age 15 and live to be about 80 years old.
    Alignment. Their wild origins and their freedom-loving creator have instilled within the mustelid folk a dislike for too-strict laws, preferring a personal communion with nature. This leads them to favor neutral or chaotic alignments. The archfey that made them also instilled within them a slight tendency towards good as well.
    Size. The different types of mustelid folk differ in size and weight. Some are roughly the same size and build as dwarves, while the others are taller and more slender, but still usually no more than 5 feet in height. Regardless, your size is Medium.
    Speed. Your base walking speed is 30 feet.
    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.
    Pelt. You have resistance to cold damage.
    Languages. You can speak, read, and write Common and Sylvan.
    Subrace. Easóga an-mhór come in multiple forms, depending on what type of mustelid their ancestors were created from. Choose one of these subraces.

Broc Sidhe

The bruic sidhe (pronounced: brew-ick shee; singular: broc sidhe, pronounced: brock shee) resemble something like a cross between an extremely large badger and a dwarf. A skilled broc sidhe warrior is easily the match for any orc or hobgoblin that might try to invade their land.
    Ability Score Increase. Your Strength score increases by 2.
    Claws. Your claws are natural weapons which you can use to make unarmed strikes. With a hit, you deal piercing damage equal to 1d4 + your Strength modifier.
    Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


The dobhar-choin (pronounced doh-ghar chin; singular: dobhar-chú, pronounced: doh-ghar choo) resemble five foot tall, humanoid otters. The elite of the dobhar-chú scouts and rangers are known as the Water Hounds for their skill at the hunt.
    Ability Score Increase. Your Dexterity score increases by 2.
    Bite. Your bite is a natural weapon which you can use to make unarmed strikes. With a hit, you deal piercing damage equal to 1d4 + your Strength modifier.
    Hold Breath. You can hold your breath for 15 minutes.
    Student of Nature. You gain proficiency in the Nature skill.
    Swim. You have a swimming speed of 30 feet.

Toghán Sidhe

The togháin sidhe (pronounced: toe-ghain shee; singular: toghán sidhe, pronounced; toe-gahn shee) have a wider diversity of appearance than their other cousins, ranging from stoats to ferrets to minks. If a party of mustelid folk is in search of treasure, it is almost assured that a cheerful toghán sidhe is in the lead of it.
    Ability Score Increase. Your Charisma score increases by 2.
    Deft. You gain proficiency in the Sleight of Hand skill.
    Spot Shinies. You have advantage on Wisdom (Perception) or Intelligence (Investigation) check to spot coins, gems, jewelry, and other small shiny objects.

Random Height and Weight

Subrace Base Height Base Weight Height Modifier Weight Modifier
Broc Sidhe 4’ 190 lbs +2d4 x(2d6)
Dobhar-chú 4’4″ 60 lbs +2d4 x(1d6)
Toghán Sidhe 4’4″ 50 lbs +2d6 x(1d6)

New Feat

The Three Noble Arts

The brothers Goibniu, Credne, and Luchta are archfey craftsmen of incredible skill. You have studied their arts and gain the following benefits:

  • You gain proficiency with Jeweler’s Tools, Smith’s Tools, and Woodcarver’s Tools.
  • During a short rest, if you have sufficient materials and appropriate tools, you can craft a shield, a simple melee weapon, 5 pieces of ammunition, or 5 darts. If you have proficiency in Arcana, you can instead craft an arcane focus, if you have proficiency in Nature, you can instead craft a druidic focus, and if you have proficiency in Religion, you can craft a holy symbol. You can only use this ability to craft items from brass, bronze, gold, iron, silver, and/or wood.
  • During a long rest, you can silver a weapon or 10 pieces of ammunition. This requires 50 gp worth of silver and reagents, which are consumed in the process.

Legal Appendix

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All material in this document following the Playtest Version sidebar and prior to the Legal Appendix that is not otherwise designated as Product Identity is Open Game Content.



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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Easóga an-Mhór, Denizens of Underhill Copyright 2019, Malachite Idol; Author Patrick Johnson.