Mousling (8 RP)

Spritely and adorable swamp dwellers, mouselings are resilient fey who make their homes in the tree-tops. They are elusive and genuinely hard to spot in their own nesting grounds, a survival instinct they developed to hide from predators who find them delicious. When they do choose to be seen, they are genuinely kind, offering their help to any who have lost their way in the swamp. However, should a mouseling find their life to be in danger, they become a force to be reckoned with; dark beasts that would turn even the most courageous of knights on their heels.


Mouselings stand only knee high to most of the common races, making even halflings seem tall. At their largest, they reach heights of two and a half feet and tend to weigh just under thirty pounds. They have fine hair that covers their entire bodies, with thicker tufts around their necks. Their hair is usually wild and thick. Coloration usually ranges from tan to dark brown, matching their fur, however black, white, and patchy variations have been witnessed. Their eyes are usually a bright hazel, though like their gnomish cousins, their eye color can vary widely. A mouseling’s limbs are limber, with clawed hands and feet. They also sport a prehensile tail, as well as large ears that aid them in avoiding predators. They usually adorn themselves with hempen cloth and grass garments, along with any trinkets they find in the mire. When their lives are threatened however, their physical features shift in a monstrous way. Their size nearly quadruples, as their flesh is engulfed by seething shadow, reaching heights of 7 feet or more. Their claws extend into deadly weapons, and their jaws gape with rows of sinister, razor sharp teeth.


Mouselings are extremely communal, and live in large mischiefs in tree top villages nestled in swamps and forests. Here they store the things they gather and scavenge from their surrounding terrains. They feel an intense bond with their families and kin networks, living in harmony with one another. Mouselings will only fight if running is no longer an option, or their family is in danger, otherwise they are quick to hide. Should a social dispute arise among them, or with an outsider, they prefer to work out differences and settle disputes with mutually beneficial trades. 

Because of their unnaturally long lives, if a mouseling mischief grows too large and the surrounding environment can no longer support their community, the elder will hold contests, wherein a single representative from each family is chosen to go on a gather. The mouseling that brings back the weakest find, determined by the mischief’s head shaman, takes their kin and migrates to another area to begin a new mischief. Otherwise, individual mouselings are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home. 

Mouseling are an omnivorous people, though their diets consist primarily of herbs and vegetation. Because of this, their society is built heavily around scavenging and gathering in the swamps and forests where they make their homes. Nearly every mouseling gathers for their own family nest, from the time they are first able to carry their own pack. Their first scavenge is often accompanied by a member from the previous litter, as a guide to instruct in the ways of hiding and avoiding their many predators. Once a mouseling has returned successfully, they are permitted to leave on a scavenge whenever they wish. Mouselings that are born with purely white fur are considered to be sacred, and are prohibited from leaving their village. This custom arose from the fact that not only is it rare, but albino mouslings are unable to hide from predators effectively, and would often find themselves digested in the belly of a giant frog. Such mouselings usually become shamans, or some other figure of authority within the mouseling community. 


Mouselings pride themselves on their ability to go unnoticed by other races—a trait that allows many mouselings to excel at scavenging. They get along well with gnomes, or any other friendly fey creature and have a healthy respect for most of the other humanoid races, but prefer to keep them at tail’s length. Mouselings coexist well with most races, but are usually wary until an individual is proven trustworthy. Though should anyone find themselves lost within a mouseling’s territory, they will be helpful. 

Alignment & Religion

Mouseling individuals are driven by a desire to acquire interesting items and a curiosity for the world around them. The strong ties of mouseling communities give them an appreciation for the benefits of an orderly society, and they are seldom willing to bend those rules. Most mouselings are good by nature, and those who take to religion tend to worship deities that represent commerce and family.


Mouselings’ habit for scavenging, deep curiosity, and desire to help those in need, will sometimes lead them to pursue a life of adventuring. They may become wanderers to experience new aspects of life, because anything outside of their mischief is new and exciting. Mouselings are physically smaller compared to most races, and see this as a simple fact of life to be planned for. Most adventuring mouselings make up for their smallish demeanor by becoming druids, shamans, or wielders of the arcane. Those that don’t, channel their natural ability to go unnoticed and become rogues or rangers.


Male Names: Mewt, Leef, Noul, Mepo, Guntree, Avel, Hemp, Twill, Irea.

Female Names: Lilty, Aonia, Luna, Mira, Penni, Lyra, Isseri.

Mouseling Racial Traits (8 RP)

  • Ability Score Modifiers (+2 Constitution, +2 Charisma, -2 Wisdom; 0 RP): Mouselings are resilient and cute, but don’t always make the best choices
  • Size (Small; 0 RP): Mouselings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 bonus on their stealth checks
  • Senses (Low-Light Vision; 1 RP): Mouselings can see twice as far as a human in starlight, moonlight, torch-light, and similar conditions of dim light
  • Languages (1RP): Mouselings begin play speaking Common and Gnomish. Mouselings with high Intelligence scores can learn any language they want (except Druidic and other secret languages).
  • Scurry (0 RP): Unlike most small creatures, mouselings are remarkably fast for their size. They have a move speed of 30ft
  • Elusive Prey (2 RP): A Mouseling’s keen ears and small frame grant them a +2 racial bonus on perception and stealth checks
  • Prehensile Tail (Ex) (2 RP): Mouselings have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their person as a swift action
  • Nightmare Within (Su) (3 RP): Whenever a mouseling is reduced to below half their maximum health, their blood runs black and they change from a Small, harmless looking creature, into a terrifying, larger, shadow-like creature. When this occurs, the mouseling becomes size Medium, losing any bonuses and penalties associated with being Small. They also lose their Charisma bonus and gain a +2 to their Strength, as well as 2 claw attacks that each deal 1d4 points of damage, and a bite attack that deals 1d6 points of damage. This effect ends when combat is over, or the mouseling is rendered unconscious. This is a stress-induced ability and can not be executed outside of combat. This ability can only take effect once per day.
  • Delicious (Ex) (-1RP): Mouselings take a -2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

Alternate Racial Traits

The following racial traits replace existing mouseling racial traits. Consult your GM before selecting any of these options.

  • Albino: Some mouselings are born with pure white fur and stark red or blue eyes, which usually makes them easy for predators to spot. A mouseling with this trait treats all spells casted as if they were one caster level higher. In addition, If they have a Charisma of 10 or higher, they may use virtue at will as a spell-like ability. This trait replaces Elusive Prey.
  • Dwarfism: Some mouselings, though rare, have stunted growth. A mouseling with this racial trait is instead treated as tiny, incurring a -2 penalty to its strength and constitution scores, and reducing its speed to 20. This trait replaces Small and Scurry.
  • Untamed Instinct: Some mouselings grow to almost double their natural height; the added strength ensuring they never see their own nightmare form. A mouseling with this racial trait grows to be just under 5 feet tall, attaining medium size. He loses his Charisma bonus and instead gains a +2 to his Strength. This trait replaces Small and Nightmare Within.

Favoured Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, mouselings have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all mouselings who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Bard: Add 1 to the mouseling’s total number of bardic performance rounds per day.
  • Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
  • Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
  • Oracle: Treat the mouseling’s level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
  • Mystic Savant: Add +1/2 to the number of uses per day of echoed spells. This increase only applies to spells available at 1st level and normally usable a number of times per day equal to 3 + the mystic savant’s Charisma modifier.
  • Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the mouseling ever replaces his animal companion, the new companion gains this DR.
  • Rogue: Add a +1 bonus on the rogue’s Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Summoner: Add +1 hit point to the summoner’s eidolon for each level of summoner.
  • Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.
Section 15: Copyright Notice

Racial Profiles Expanded: Hungry Souls © 2018, Publishing; Author: David Clingerman, Kyle Nielson.

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