Race & Class Selection

 

ALIEN RACES

In addition to Earth Races, showrunners love allowing Humans to choose other Syndicate Races to compete. Unfortunately, those Races don’t get access to the Earth-based Classes. Instead, they gain a small benefit—usually popularity among their audience.

Bune

Bunes are a slight, dragon-like people with a calm sense of superiority; if Crocodilians are the Barbarians of the lizard world, Bunes are the elves. They are naturally peaceful, but they can be clever Fighters. As part of the Syndicate, the Bune home world once hosted Dungeon Crawler World. Although Bunes can’t use their leathery wings to fly right away, their wings gain strength at higher Levels and allow for short-distance flight. This Race is an ideal choice for Rogue and magic-using Classes.

Prerequisites: This limited Race is only available to crawlers with 3 or more Popularity

• Size: Medium (4)
• +3 Intelligence
• +2 Dexterity
• −2 Constitution
• +3 Determine Value, Fabricate, and Negotiation Skills
• At Level 50, +2 Dexterity and gain wings capable of flying up to 500ft per scene
• +1 Popularity each time you roll a Critical Hit in combat

Caprid

Caprids are a Syndicate Race of bipedal, goat-headed humanoids—their hands are usually Human while their feet can be hooved or toed. Caprids come in a variety of color morphs and can possess horns in many shapes and patterns; some known Caprid colors include pitch-black, dappled white, and caramel, gray, or deep brown. Rich in both power and resources, Caprids hold a strong standing in the Syndicate, and multiple sponsor entities have Caprid board members. The high intelligence and charisma of Caprids make them an ideal choice for magic users, con artists, and cultleader hopefuls.

• Size: Large (5)
• +3 Intelligence and Charisma
• −2 Strength
• +3 Find Crawler, Investigation, and Leadership Skills
• Find Crawler and Persuasion Skills can be raised to Rank 20
• +1 Popularity each time you roll a Critical Hit on a Charisma Skill Check or on a Spell Skill Check outside of combat

Grulke

You are a toad. A five-foot-tall toad person who once conquered planets, not that anyone remembers. If anyone calls you a frog, make them regret it. The Grulke are a militaristic Race of toad warriors, though they have lost much of their organization as a Race and are now more often seen solo in mercenary halls. If only a Grulke were able to unite the disparate battalions and restore honor to their people, an up-and-comer who hasn’t been poisoned by infighting and politics. Oh, if only there were someone worthy…
Prerequisites: This limited Race is only available to crawlers who have Rank 5+ in the Jumping or Light on Your Feet Skill

• Size: Medium (4)
• +3 Dexterity
• +2 Strength
• −2 Charisma
• +3 in either Jumping or Light on Your Feet Skills
• +2 Zone of Control and a Reach Weapon Skill of your choice
• Tongue Lashing: Ranged attack; [Rank = Floor Number] + DEX to hit. 1d8 + STR, Bludgeoning, 30ft range. Add 1d8 at Rank 5, 10, and 15. Rank is always equal to the Floor Number and cannot be raised by other means
• Gain a +2 DR breastplate (Torso) with your Grulke Battalion crest, not that it means much anymore
• Troll-type enemies have Advantage on Wrasslin’ Checks against you, and when successful, they lick you
• +1 Popularity when a troll-type enemy licks you or when you achieve an Amazing Success or better on an Attack against a troll-type enemy
• +1 Popularity when you score a Critical Hit on a larger foe in combat

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Hobgoblin

A Hobgoblin is what happens when a lady Troll manages to get a Goblin drunk enough to talk herself into his pants. While that description makes them sound like they come from bawdy Earth Bards, this alien Race of explosive hooligans is a plague among the stars. Large, muscular, and smart, Hobgoblins excel at trapmaking, explosives management, and all-out mayhem. Unfortunately, these guys are so ugly that even Gorgons lose their lunch looking upon them, and they’ve suffered a few nerfs in the most recent balancing patch. This Race is best suited for Rogue and Fighter-based Classes.
Prerequisites: This limited Race is only available to crawlers who have Rank 5+ in the Explosives Handling Skill and any Trap-based Skill
• Size: Medium (4)
• +1 Dexterity
• −5 Charisma. Charisma is capped at 10
• +3 in all Trap-based and Explosive-based Skills
• +1 Regeneration Skill
• Free access to all Hobgoblin Sapper Workshops
• At the end of each floor, roll one Explosive or Trap-based Skill Advancement Check with Advantage
• All explosives and trap-making Skills can be raised to Rank 20
• +1 Popularity when you kill an enemy with a trap or explosive once per scene

Pocket Kuma

A Pocket Kuma is an adorable and diminutive hybrid of a bear, a capybara, and a sugar glider that comes from beyond the stars. Their small bodies and oversized eyes made them absolutely adorable, and they were quickly put into service as pets by the High Elves who bred them specifically for that purpose. However, these cute little abominations learned how to think, which inspired mass genocide of their species. Fortunately, a few clever specimens managed to escape, thus perpetuating their existence and eventual spread throughout the galaxy. A Pocket Kuma’s oversized eyes give them the ability to see incredibly well in day or night. Despite ranking among the weakest and most fragile of Races, they are some of the most agile and nimble creatures in the galaxy. It’s not uncommon for them to leap up to ten times their own body length with a running start, or half that from standing. Although their dexterous paws have opposable thumbs, they’re simply too small to wield or use any weapons or items that aren’t specifically designed for them, making them poor warriors. Members of this Race are ideal as Bards, Rogues, or magic-users.
• Size: Small (2); Animal
• +5 Dexterity and Charisma
• −4 Strength. Strength is capped at 10
• −4 Constitution
• +2 Bite, Dodge, and Slice Attack Skills
• +1 Ambush Skill
• You roll with Advantage on all Charisma-based Checks
• Can see in total darkness
• Take no damage from falling
• Light on Your Feet Skill can be raised to Rank 20
• You deal half damage with Strength-based melee weapons • Vulnerable to Bludgeoning damage
• +1 Popularity when you act in the Surprise Round of a combat or roll a Critical Fail on an Evade Check

 

Pterolykos

Powerful and beautiful, the Pterolykos is the very picture of dangerous grace on land or air. Resembling a humanoid wolf with resplendent multihued feathery wings, Pterolykos inspire veneration as icons of strength, versatility, and beauty. Their mournful howl is known to haunt the dreams of those who hear it.

While Pterolykoses don’t have keen eyes, their noses rank among the most well-developed in the galaxy. They’re known to chase prey for miles, tracking them through the air by scent before swooping down to tear their victims apart with their powerful jaws.

A Pterolykos can’t help but be incredibly expressive in face and body, which is perfect for grand displays of emotion and theatrical gestures, but it makes lying and deception incredibly difficult. It’s a wonderfully dramatic gesture to underline a point by snapping their wings open, but it’s a challenge to pretend they’re angry or upset when their wolf tail won’t stop wagging. This Race is ideal for any Bard-based or magic-using Class.

This limited Race is only available to crawlers who have Rank 5+ in the Explosives Handling Skill and any Trap-based Skill Size:

  • Medium (4)
  • +4 Charisma
  • +2 Dexterity
  • +3 Bite, Performance, and Tracking Skills
  • +1 Diplomacy Skill
  • Has wings capable of flight for up to 50 seconds per scene
  • Disadvantage on all Checks to conceal emotion or presence (such as Deception and Stealth)
  • +1 Popularity when you roll a Critical Hit on a Charisma Skill Check

Skyfowl

Regal. Devout. Loyal. Kind of opinionated. All of these describe the majestic Skyfowl people found throughout the World Dungeon and the rest of the galaxy. Skyfowl are known for two things: they’re devout warriors willing to protect their honor and social standing, and they’re kind of jerks to everyone about it. There are dozens of flights of Skyfowl, and their physical characteristics depend on their origin. Those hailing from the wilds of the World Dungeon may have bestial hawk-like characteristics or the dense muscles of a rooster protecting his flock; those from cities might have dull-colored feathers and small wings suitable for survival in crowded settlements. No matter where they originate or what their role is in a Crawl, all Skyfowl believe in the superiority of those who don’t just dream of flying high in the clouds but can do it. That, and feathers beat boring fur and itchy scales, no contest. This Race makes a good choice for any non-frontline Fighter Class.
• Size: Medium (4)
• +3 Dexterity and Charisma
• −1 Strength and Constitution
• +2 Slice Attack Skill
• +2 in all Charisma-based Skills
• Advantage on the Perception Skill for observing things 10+ feet away
• Capable of flight for up to 3 minutes per scene. However, Skyfowl who choose a Cleric-based Class have their wings clipped and can only make short hops of up to 10 seconds per scene when flying
• +1 Popularity when you roll a Critical Hit on a Leadership, Perception, Persuasion, or Taunt Skill Check

 

 

Dungeon Crawler World — Consolidated Mechanics Tab (Books 1–8+)

Organized, deduplicated master list. Confidence tiers preserved: Confirmed (real stat block/detailed mechanic), Partial (category/lore only, no full stats), Name-only. Card/totem mechanics excluded throughout per standing instruction. This is a raw extraction tab, not a SKILL.md — reconciliation against the original rulebook dataset and any final novelty pass still needs to happen in a future session.

Flagged known duplicate (per standing instruction, kept visible rather than silently dropped): Amazonian — flagged earlier in this session as a likely duplicate of an already-covered rulebook race/entry; it does not appear in the final aggregated dump you pasted, so it’s carried forward here as a flag for your own reconciliation pass rather than reconstructed from memory.

Also flagged: a handful of internal inconsistencies surfaced during dedup, called out inline below rather than silently resolved.


RACES

Confirmed

  • Bopca — “Bopca Protector,” gnome-like caretaker race tied to Safe Rooms. (Later lore: some Bopca are confirmed “natural”/former-crawler-adjacent beings bound into the system, not procedurally generated.)
  • Semeru Dwarf — distinct from the “Scottish” dwarf template; Asian-coded appearance/accent; built Larracos digging toward the gods and found the roots of the All Tree instead; their goddess is Ysalte; extensive military tunnel network confirmed in Faction Wars.
  • ManTauR (Gore-Gore, etc.) — twin-torso half-human hybrid, engineered race.
    • Womantaur — female counterpart; four-legged/four-armed centaur-like build (forward limbs usable as arms or legs); practices domination magic (charm/mana-drain); worships Enyo rather than Grull.
    • Half-mantaur (“Halfsies”) — result of the Split Personality spell bisecting a mantaur vertically; survivors wear sealed bodysuits to contain organs; rejoinable by a fleshmancer.
  • Grapple (Pierre the Porter) — quarter-giant, bred from hill giants + Vegetal Ogrids + humans.
  • Bloodlust Sprite (Astrid) — high-level fairy-class race, “cardiovascular magic,” level 125 example given. (Astrid also carries Cosmic Sense — senses both gods and demons — and a Summon Guard skill, 5x/day no cooldown, teleports 1–3 guards to caster.)
  • Cave Mudge / “Bonker” — squat war-race.
  • Troll Flesher/Symbiote — dual-creature race: Troll host fused with a parasitic Hobgoblin Skellie “Symbiote” riding inside it.
  • Grease Gremlin (Widget) — small engineering/mechanic race tied to train maintenance.
  • Half-Nagini Half-Orc (Eva) — hybrid race, snake-lower-body + orc traits.
  • Festering Ghoul / Blister Ghoul — two distinct ghoul decay/attack subtypes.
  • Lesser Demon (Sheol-native, “MILF” subtype e.g. Fire Brandy) — demon race tied to the Sheol plane, fire-based abilities.
  • Changbi (Li Na) — pale demon-featured humanoid, small horns, wide mouth; fights via enchanted chains (fire, wind-blade, immobilizing) built into robe sleeves.
  • Shade Gnoll (Growler Gary) — hyena-like gnoll subtype, Iron Tangle interdiction crews.
  • Scree / “Infiltrator” (Maggie) — parasitic worm race, cousin to Valtay/Intellect Hunter but distinct; takes full control of a living body over days while host stays conscious but powerless.
  • Were-Castor — small, stocky, elf/hobbit-featured race, formerly the “Chee” (peaceful carpenters wiped out by High Elves); bite/transformation turns others into them; base form transforms into a giant beaver; immune to paralysis, very high apparent Con, aggro-drawing trait.
  • Yenk — tall, bony-exoskeleton alien race; three-gender reproduction, only males become fighters/hunters/mercenaries and can’t work with other adult males of their kind.
  • Atoll (Zabit) — four-armed, three-fingered, mouthless (sign-language) race; no unlimited inventory like crawlers; culturally driven to hunt for survival funds.
  • Hobbledehoy (Pater Coal) — small-human race, distinct from halflings (no big feet) and elves (no pointed ears).
  • Ifrit (Damascus Steel) — demon-adjacent entities drawn to auras of lust/sin/vice/envy/greed; smoke off skin, blank smoking eyes.
  • Viceroy (Madness team) — battlefield-spell/necromancy specialists, blank-masked, regenerate at sunset pre-games; implied brain-preserved cyborgs like the Reavers. (Also a Viceroy-tech mobile surgical automaton, “The Grease Monkey,” used for healing/experimentation.)
  • Porsuk (badger race) — bartender Charles and crawler Burcu (Swashbuckler) are this race.
  • Sai (Toyotomi and others) — rhinoceros-headed samurai guard race; bipedal, ~7 ft, steampunk-samurai gear; canonically former firefighters who moved into Desperado Club guard work; not very bright but loyal.
  • Nightgaunt — in reality a peaceful, nocturnal, vegetarian species native to a Nullian world, bat/Neanderthal/donkey-like; illegally captured/ridden as pack animals by Nullians (“the Grays”). The hostile in-game “Nightgaunt” mob is a deliberately monsterized reskin that aggros hard against Carl’s Nightgaunt cloak specifically.
  • Null / “the Grays” — the species behind Nightgaunt exploitation; notorious for unauthorized Earth sightseeing trips.
  • Sturnus — Volteeg’s birth race (pre-dungeon).
  • Gargoyle — Volteeg’s chosen race; racial abilities stop functioning entirely outside the dungeon or in insufficient gravity, requiring a physical brace.
  • Grixist (also Huanxin Jinx) — six-eyed orc-adjacent adjutant race, associated with judge/adjudicator roles.
  • Saccathian (D’Nadia, Gennrik) — tentacled, no fixed limb count.
  • Xenopus / Vesper (Milk) — reconfirmed with fuller detail (no new mechanic beyond prior note).
  • Reaver — extensive cyborg-citizenship culture: voluntary cybernetic upgrades tied to citizenship/benefit tiers.
  • Dreadnaught — purple-skinned alien race; also used as a disguise identity by Monkeywrencher infiltrators.
  • Fire Dryad — a level-60 Princess Posse soldier (“Charmander”) is this race; elemental/plant-fire hybrid, no further mechanical detail given.
  • Skin Skellie — skeletal-undead subtype that can temporarily grow flesh/organs at the cost of increased vulnerability to certain damage/disease; Doctor Bones was a level-90 Skin Skellie Bard.
  • Wisp — tiny, fist-sized, faceless winged light-being race; seen as a low-level non-combatant NPC (temple portal secretary); capable of worshipping deities.
  • Lutin — small, gnome-like support-magic race; seen with freeze/crowd-control spellcasting.
  • Amhuluk — mossy, disease-themed lizard-type creature race; casts poison-cloud attacks.
  • Razor Fox — fox-type ninja race; each picks a melee weapon specialty in childhood plus a ranged proficiency (commonly throwing stars); team casting includes a “Size Up” scouting spell.
  • Guck Elemental — translucent gelatin humanoid race (seen as “Masterplan”).
  • Mandagot — fairy-class hybrid creature (“fink” subtype), offspring of fairies and woodland animals; multiple magical abilities, punches above level.
  • Sparkling Unicorn — magic-enhanced unicorn variant; horn valuable as a crafting/loot component.
  • Avernus Creeper — semi-sentient, nearly unkillable invasive vine-plant mount; related to Gehenna Brambles; regrows from any broken piece.
  • Screeching Death Manatee — guest/event creature for floors 10–11; large aquatic threat to vehicles.
  • Skank Skunk — bipedal, armored skunk-humanoid mob race; aerosol group-attack, controlling “Battle Wizard” leader subtype.
  • Concierge Shark — regular non-boss shark-type mob, level ~41.
  • Knockers — small gnome/Bopca-hybrid race (“Coblyn Corporation”); displaced miners turned drug manufacturers; magically weak on their own but create hostile “infused elemental” defenders.
  • Cocaine Elemental (doll-form) — toy-shaped elemental mobs infused with knocker drug magic; “pass-through” ability bypasses standard shields/containment.
  • Wall Rat — rare NPC type that escaped the seasonal dungeon-wipe/rewrite cycle, retains persistent memory across seasons, lives in hidden deep-dungeon areas.
  • Kappa — turtle-shelled, water-bowl-headed race; immobilized if head water spills; head coverings prevent spillage.

Partial

  • Bugaboo — solitary shapeshifter-adjacent monstrosity, ape/bear-like, owlish eyes, thin limbs; example Level 50 Non-Combatant, may be NPC-only.
  • Bearded Sage Caterpillar — giant tree-dwelling insect; can be a transformed sapient being, eventually becomes a moth.
  • Naiad — river-dwelling amphibious race, “confederacy” government; full-blooded ones are vicious ambush predators; half-naiad hybrids exist (Signet, Samantha). Requires gills/water-breathing; usable as a donor source for flesh-golem organ constructs.
  • Mongoliensis (Mongo’s species) — all-female pack hunters, pack-leader mechanic, level 30–60; apparently native only after Scolopendra’s attack (implying artificial introduction).
  • Zebani / Ghazi — Emir Akbas is “a Zebani” (race?) who is also “a level 55 Ghazi” (class/title?) — conflicts with an earlier entry where “Ghazi” was a class/epithet for a different character (the Glass Mage). Flagging the inconsistency rather than resolving it.
  • Gondii — the biological host-race whose body the Residual Paulie/Goff was inhabiting; a real physical species distinct from the alien collective-mind speaking through it.
  • Gleener — aquatic/fish-humanoid Syndicate race (Prime Minister Glory/Victory’s species); releases bubbles when stressed, otherwise undetailed.
  • Tenodera — smaller, flightless, less aggressive cousin race to true mantid-type races; historically bred/used for emotionless hive-cracking warfare.

Name-only

BigBoi (size-altering were-creature), Incubus/Succubus (Mordecai’s 3rd-floor race), Night Dwarves, Lyrx Elves, Coal Engines, Intellect Hunter, Half-Djinn/Half-Garbage-Scowl hybrid (Quint), Setonix/Quokka (Ripper Wonton), Saccathian/”Sac”, Forsoothed/”Soother” (Evo, Gravo/Liddi), Chickadee, Shadow Leaks, Soul Leech Capacitor, Mole Man (Limp Richard), Kravyad, Wisteria Fairy, Babababoon, Dromedarian, Nude Glaber, Dirigible Gnome (ranks: Aerostat Pilot, Negotiator, Sniper Captain), Brain Boiler/Mind Horror, Kuhli (Vadim), Dog Soldier (Tserendolgor — also ties to Crisper class), Bush Elf, Draconian (Chin’Dua), Null (Sadir, Quasar), Ursine, Bugbear, Funeral Bell (mushroom-men guards), Moon Elf, Curupira (Osvaldo),  Taurin (bull-headed mercenary race, Madness castle guards).