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# Tanarukk Those called Tanarukk are hybrids between devils and mortals, usually those mortals are orcs or half-orcs. Sometimes they even are born from tribes of Goliaths. The devilblood makes them more aggressive than your normal orcs, but it also makes them more resilient to damage. The body of a Tanarukk is covered in bony horns and scales, giving them a protection against weaker strikes. They also have two massive horns, with multiple spike sticking out and sometimes even a tail. The legs of a Tanarukk are digitigrade and even-toed, like those found on boars. ##### Hellish Ancestry Table | Archdevil | Ability Score | Damage Type | |:---------:|:-------------:|:-----------:| | Asmodeus | Inteligence | fire | | Baal | Inteligence | poison | | Belial | Wisdom | psychic | | Lilith | Dexterity | psychic | | Lucifer | Wisdom | acid | | Mephisto | Inteligence | cold | | Sargarael | Constitution | fire | | Tiamat | Constitution | Choose a chromatic type | | Zariel | Strength | thunder |
##### Chromatic Types The chromatic types are those associated with the archdevil Tiamat, those being: necrotic, fire, cold, lightning and poison.
\columnbreak #### Tanarukk Features As a Tanarukk you gain the following racial features. **Ability Score Increase.** Your Strength score increases by 2, the Ability Score associated with your Hellish Legacy increases by 1 and your Intelligence score is reduced by 1. **Age.** Tanarukk have lifespans comparable to humans. They enter adulthood in their late teens and usually live a little more than a century. **Alignment.** Tanarukk might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many Tanarukk toward a chaotic alignment. But their heritage from the nine hells allows them to be lawful too. **Size.** Tanarukk can grow up to 8 feet tall and weigh up to 340 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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 red. **Hellish Resistance.** You have resistance to fire damage. **Aggressive.** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. **Natural Armor.** You have tough skin, covered in bonish spikes. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Hellish Ancestry.** You are related to a particular Archdevil. Choose an archdevil from the Hellish Legacy Table; this determines the damage type of your Hellfire Strikes. **Hellfire Strikes.** You can tap into your inner devil and channel it to power your attacks. When hitting with a melee attack, you can choose to add 1d6 damage to it. The damage type is determined by your Hellish Ancestry. You can use this feature a number of times equal to your constitution modifier (minimum of once). You regain all uses after you finish a long rest. At 6th level the damage increases to 2d6, 3d6 at 11th level and 4d6 at 16th level. **Language.** You can speak, read, and write Common and Infernal. Additionally you can speak, read and write Ork or Giant, your choice.