Not going to lie, I really like the idea that they are doing in the new 5e ua where they give races their own creature type, rather then just "you a humanoid" and that's it.
So, I made a few races based off those premises, though 3 of which are mostly adapted from existing monster statblocks, though they are given a bit more flavor, a slightly more realistic take (with Pterafolk bashing foes with their wings, instead of using claws (just like real life pterosaurs) as an example), as well as a reason to pop up in random Adventurer's guilds.


Sloth-folk
Sloth-folk are a race of beings that are known to be slow… but not much else sadly.
They appear as 7-8 foot hunched ground-sloths with dull claws and a mossy back at most times. They don’t always wear clothes, but Sloth-folk that spend time around other humanoids more-often are inclined to wear clothes.
An odd quirk about them, is they derive energy from the sun due to the moss growing on their backs having a symbiotic relationship.

Creature type. Your creature type is giant.
Ability score increase. You can spend a total of 3 points (this cannot exceed 20).
Size. Sloth-folk are between 7 and 8 feet tall. Your size is medium.
Speed. Your base walking speed is 15 feet. You are not slowed by over-encumbrance (if your DM chooses to use that rule) or heavy armor.
Unstoppable force. While slow, you make every hit count. Your movement speed is not reduced by spells, and you may move normally in difficult terrain. In addition, you have advantage on melee attacks against creatures that are wearing heavy armor.
Mossy photosynthesis. Once on your turn as a bonus action, you may regain 1d10 + your level hit points. You heal an extra 5hp while in sunlight, and cannot heal while in the dark (you may still heal if near a light source, or in dim light). In addition, you do not need food if you are in sunlight for at least 8 hours a day (you still need water and oxygen as normal).
You must complete a short or long rest to regain hit points in this way again.
Massive build. Your carrying capacity, as well as push, pull, drag and lift maximums are doubled, as if you were 1 size larger.
Long limbs. Your reach with melee weapons increases by 5 feet.
Sudden rush. Once on your turn, as a bonus action, you may immediately move up to twice your movement speed and make a melee weapon attack. On a successful hit with this attack, you can either deal an additional amount of damage equal to your proficiency bonus, or knock them prone.
Once you use this feature you must complete a short or long rest to use it again.
Languages. You can speak, read and write Common as well as Terran or Giant (your choice).

Pterafolk
The winged folk of chult, known by the moniker of terror-folk.
While often seen as evil, malicious Pterafolk not nearly as common as locals would say, as they are usually just highly territorial, and by extension Xenophobic, rather than evil.
Pterafolk raised by outsiders are often really chill, protecting their family and close friends at all costs, indifferent from nesting parents.

Creature type. Your creature type is monstrosity.
Ability score increase. You can spend a total of 3 points (this cannot exceed 20).
Size. Pterafolk are usually quite large, however, this is mostly due to their massive wingspan, which dwarfs the arm-span of all medium creatures, totalling up to 15 feet. Your size is medium, however, you count as a large creature in terms of the amount of space you take up while flying.
Speed. You have a walking speed of 30 feet. You also have a flying speed of 50 feet, however you may not fly in this way, while carrying anything with two hands or while wearing a shield, medium or heavy armor.
Far-sight. You do not have disadvantage on perception checks due to distance.
Thermal reliance. Flying for larger creatures is usually not a challenge because most possess innate magic which provides enough lift to take off, this being the case with dragons, and most giant beasts. You however do not possess such traits, meaning you must spend an action, as well as 20 feet of movement to start flying. If sufficient thermals are present (decided by you, the current environment and the DM), you only need to use 20 feet of movement instead of an additional action.
Beak and battering. Pterafolk, being monstrous creatures, don’t just rely on manufactured weapons. Your beak and wings are natural weapons.
Your beak deals 1d4 piercing damage.
And your wings deal 1d8 bludgeoning damage, and you may make an attempt to shove a creature, or shove a creature prone; as a bonus action immediately after you make an attack with this natural weapon.

-You may make an attack with your beak as a bonus action if you make an attack with a light weapon attack as an action.
-As these are natural weapons, you are unable to use them for features that specify unarmed strikes.
Languages. You can speak, read and write common, and auran.

Fey-Flower
A bipedal flower native to the fey-wild.
Fey-Flowers can walk, talk, stride, and even glide. The resemble flowers to a tee, with arms and legs. Oddly however, they don’t seem to possess eyes, though they see in the same way other humanoids do oddly enough.

Creature type. Your creature type is plant.
Ability score increases. You can spend a total of 3 points (this cannot exceed 20).
Size. Your size is small.
Speed. Your base walking speed is 30 feet.
Speak with beasts and plants. When you speak in sylvan, you may speak to beasts and plants as if you shared a language.
Seedy barrage. You gain the ability to fire seeds at foes. You have a natural ranged weapon attack that uses your dexterity modifier for attack and damage rolls and deals 1d4 damage on a hit.
Photosynthesis. You do not consume food, instead you need 3 hours of sunlight each day. If you do not get the required amount in a day, roll a d4, which on a 1, you gain a level of exhaustion. Spending 6 hours in sunlight removes all exhaustion levels obtained by lack of sunlight. You also need water and air as normal, however, being a plant, you absorb carbon dioxide rather than exhale it, meaning you cannot suffocate unless you are in the same space as a typical air-breathing creature.
Slow falling. When you take fall damage, treat every fall damage dice as a 1.
Languages. You can speak, read and write common as well as sylvan.

Flower ancestry. While diverse, fey-flowers are usually only derived from the following plants due to their certain innate magical qualities. Choose between Dandelion, Rose, Sunflower, and Tulip.


Dandelion.
Unbreakable spirit. Dandelions are filled with a sense of determination and courage. As a bonus action, you can shed your fear to strike at a foe with unnatural determination. Your next weapon attack roll, unarmed strike, natural weapon or spell damage roll deals an additional amount of damage equal to your level. When you activate this feature, if you are affected by the frightened condition, you can remove it as a part of the same bonus action. You must finish a long rest before using this bonus action again.

Rose.
Every rose has it’s thorns. Because of your thorny exterior, if you are grappled, you can use a reaction to deal 3 magical piercing damage to your attacker.
Natural beauty. You have proficiency in either the persuasion or performance skill.

Sunflower.
Tall fella. Your size is medium, rather then small. In addition, your base walking speed increases by 5 feet.
Sunny resistance. You have resistance to radiant damage.

Tulip.
Spring’s bounty. You learn the druidcraft cantrip. Starting at the 3rd level, you learn the goodberry spell and may cast it once at the 1st level before needing to take a long rest. Starting at the 5th level, you learn the cure wounds spell and may cast it once at the second level before needing to take a long rest.


Eblis
Eblis are very large stork-like creatures that loom between 7 and 8 feet tall. They are often evil spirited, being reincarnations of twisted humanoids. However, This is what myths, as well as themselves, say about them. In reality, Eblis are the spawn of a long line of genetic mutations that most species in the world of d&d seldom obtain. Naturally larger storks survived better, though their avian physique held them back. It was until an extremely rare mutation occurred that allowed them to shed their limits, and take off to the skies, un-affected by the laws of aviation, indifferent from dragons. This led to other mutations later down the line, first began innate spellcasting capabilities, and later intelligence and inevitably sentience.
Naturally in a dinosaur infested environment, they were originally far from the top predator, and were often stomped out by many of the larger ones, especially the great allosaurus and mighty T-rex. However, one “Apex-predator” remained under them…
Humans.
Most humans were often unequipped to take on a giant bloodthirsty stork, especially when they think an environment is usually safe, and that safety rapidly turns into a kill zone.
Because they had a good record of killing humans, their species quickly gained a “persona” of sorts, almost like a metaphorical Heel wrestler of a species where they viewed themselves as high and mighty compared to the pathetic apes of the jungle, inevitably leading to them associating themselves to being little more then evil humans, spawning a domino effect, leading to them being ostracised and hated.
It was only after constant wars and battles with various adventuring parties that they thought amongst themselves whether this was their true purpose, or whether it was always a road to self destruction. Rival factions between Eblis quickly sprung up, with sides believing that their purpose was to destroy the humans who punished them oh so long ago, and others believing they could change their ways.
In the chaos, various Eblis inevitably left Chult, spreading to other forign places and starting new lives, without civil wars, and without the madness brought on from their ancestors, who probably weren't little more then simple reincarnations.

Creature type. Your creature type is monstrosity.
Ability score increases. Two scores each increase by 1, or one score increases by 2.
Size. Eblis are anywhere between 7 and 8 feet tall. Your size is medium, though on the very high end.
Speed. Your base walking speed is 30 feet. You also have a flying speed of 40 feet, though you may not fly while wearing medium or heavy armor, or wielding a single item in two or more of your “limbs”. You also cannot fly if you are not given 10 feet of room to spread your wings.
Unorthodox tool use. Whereas most humanoids are quite straightforward in terms of tool use, Eblis lack hands all together having to use their talons and beak to manipulate items.
Due to this, you;
-Have a total of 3 “limbs” to manipulate items, however two of these limbs are required to produce movement on the ground. You have a total of 2 limbs on the ground that can manipulate items, while you have 3 in the air. Your movement speed is not reduced while wielding an item in a single talon, but is reduced by half if both talons are being used at once.
-Have disadvantage on ranged weapon attacks that require two hands, as well as thrown weapon attacks, unless you are directly above your target, which you may use gravity to aim.
-Due to the nature of an Eblis’s refined neck and beak, when you wield a strength based melee weapon in your bill, you count as wielding it in two hands (meaning;
if you wield a versatile weapon in your bill, it gains the versatile trait.
As well as you may wield two handed weapons in your bill, without having to use another limb).
Innate spellcasting. Eblis possess innate magic that aids them in utterly wrecking human minds through confusion alone. You learn the minor illusion cantrip. Starting at the 3rd level, you learn the Blur spell, and may cast it once at the second level, before needing to take a long rest. Starting at the 5th level, you learn the spell hypnotic pattern, which, indifferent from the Blur spell you may cast once before needing to take a long rest.
Your spellcasting modifier for the prior magics is intelligence, as focus is needed to pull off these innately known spells.
Peck. While not wielding anything in your bill, you gain the ability to peck things really hard. You gain an unarmed strike in the form of a peck, which deals 1d4 piercing damage as opposed to the normal bludgeoning damage.
Avian eyes. You have proficiency in the perception skill, and you may see a range of colors most other humanoids cannot.
Large build. You count as 1 size larger in terms of carrying capacity, push, pull, drag and lift maximums.
Languages. You can speak, read and write Common as well as Auran.