Every New D&D Species In Ravenloft: The Horrors Within



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A set of returning species has been officially released for Dungeons and Dragons with the arrival of the new Ravenloft: The Horrors Within sourcebook, and all of them bring updates to better fit the 5.5e ruleset. The first release on the D&D roadmap for 2026 is centered around horror-based campaigns, with Strahd von Zarovich at the forefront – though the book includes other Dark Lords, like Lord Soth, Ebonblade, Azalin Rex, and even Cthulhu.

In addition to the possibility of crafting new campaigns set in the Domains of Dread, the new sourcebook comes with dozens of new character options for players to create characters that match the themes. There are several new and returning subclasses, as well as nearly a dozen D&D Feats in Ravenloft: The Horrors Within. On top of all that, the new book also features a few species that players can pick when creating their heroes – or villains.

Four New D&D Species Arrive In Ravenloft: The Horrors Within

Strahd von Zarovich sits lazily on a chair, raising a glass of blood as his eyes glow red.
Strahd von Zarovich sits lazily on a chair, raising a glass of blood as his eyes glow red.

In total, the Ravenloft: The Horrors Within sourcebook has provided players with four different character species, on top of the existing species from D&D’s 2024 Player’s Handbook. Three of them were available in Van Richten’s Guide to Ravenloft (2021), while the fourth species is something of a surprise even if fitting.

The table below highlights all four species in the new Ravenloft book, as well as their traits:

Species

Traits

Dhampir

  • Type: Humanoid
  • Size: Medium or Small
  • Speed: 35 ft.
  • Darkvision: 60 ft.
  • Spider Climb: You have Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
  • Trace of Undeath: Resistance to Necrotic damage.
  • Vampiric Bite: When you use Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike. Additionally, when you deal this damage to a creature that isn’t a Construct or Undead, you can empower yourself in one of the following ways (a number of times equal to your Proficiency Bonus, regaining all expended uses on a Long Rest):

– Drain: You regain Hit Points equal to the Piercing damage dealt.

– Strengthen: You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.

Hexblood

  • Type: Fey
  • Size: Medium or Small
  • Speed: 30 ft.
  • Darkvision: 60 ft.
  • Eerie Token: As a Bonus Action, you can create a magical token by harmlessly removing a lock of hair, detaching a nail, or using some other method. When the token exists, you gain the following benefits:

– Distant Message: As a Magic action, you can send a telepathic message of 25 words or fewer to a creature holding or carrying the token, as long as you are within 10 miles of it.

– Remote Viewing: If you are 10 miles from the token, you can take a Magic action to extend your senses through the token for 1 minute, until you have the Incapacitated condition, or until you end this state (no action required). During this state, you can see and hear from the token as if you were located where it is. When this state ends, the token is harmlessly destroyed.

Unless the token is destroyed early, it lasts until you finish a Long Rest. Once you create a token using this feature, you can’t do so again until you finish a Long Rest

  • Hex Magic: You always have Disguise Self and Hex prepared. You can cast each spell without a spell slot once poer Long Rest.

Lupin

  • Type: Humanoid
  • Size: Medium or Small
  • Speed: 30 ft.
  • Darkvision: 60 ft.
  • Feral Pounce: Your Unarmed Strikes deal Slashing damage instead of Bludgeoning damage. Additionally, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Shove options. You can use this benefit only once per turn.
  • Howl: As a Bonus Action, you let out an unearthly howl. With it, each creature of your choice within 15 feet of you must succeed a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or have Disadvantage on attack rolls and saving throws until the start of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses on a Long Rest.
  • Werewolf Instincts: You have proficiency in the Perception, Stealth, or Survival skill.

Reborn

  • Type: Humanoid
  • Size: Medium or Small
  • Speed: 30 ft.
  • Escaped Death: You have Advantage on Death Saving Throws.
  • Everlasting: You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • Knowledge from a Past Life: You gain proficiency in one skill of your choice. Additionally, you can peer into the past to aid you in the present. When you fail an ability check, you can roll 1d6 and add the result to the d20, potentially transforming the failure into a success. You can do this a number of times equal to your Proficiency Bonus, regaining all expended uses on a Long Rest.
  • Strange Endurance: You have Resistance to one of the following damage types of your choice: Cold, Necrotic, or Poison.

While Dhampir, Hexblood, and Reborn were all featured in the 2021 book, according to the 5e rules, Lupin is making its first official return since D&D 3.5e. If players have been sticking strictly to official updated materials, this is the first time in over two decades that Lupin will be playable, as it was only an unofficial species in D&D 5e and 4e before it.

There Are Plenty Of Character Options For D&D 5.5e With Ravenloft

A person carries a torch and opens a door in DnD Ravenloft.
A person carries a torch and opens a door in DnD Ravenloft.

On top of all the enticing traits you can get from the species, you can potentially make useful combinations with other options in the sourcebook. The Touch of Death Dark Gift Feat, for example, gives players access to the Chill Touch spell, but the downside is that players have Disadvantage on their Death Saving Throws in D&D. However, if they are Reborn, because of the Advantage on Death Save rolls, they will instead get straight rolls on the Death Saving Throws while retaining the ability to cast Chill Touch.

There are plenty of cool combinations to be seen with all the new character options available in the Ravenloft: The Horrors Within sourcebook, starting with the species. Of course, if you mix and match all of this with classes, species, backgrounds, and feats from other books, be they the core material for Dungeons and Dragons 5.5e or the Faerûn books, for instance, you’ll have many more possibilities.

Dungeons and Dragons Game Poster

Original Release Date

1974

Publisher

TSR Inc., Wizards of the Coast

Designer

E. Gary Gygax, Dave Arneson

Player Count

2-7 Players


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https://screenrant.com/dungeons-dragons-ravenloft-horrors-within-every-species-dnd/


Bruno Yonezawa
Almontather Rassoul

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