Croke
Visual Characteristics
Skin Color Black, grey Hair Color None Eye Color Black Distinctions Natural Illusion, oily skin, many legs, vacuum resistance Physical Characteristics
Height 6" +2d8 Weight 1 lb x 1 lb. Sociocultural Characteristics
Homeworld Crakull Language Croke
Biology and Appearance
Croke are snail like mollusks, usually no bigger then a wookiee's fist. A Croke moves around on hairy, spindly black legs; to which a single individual might have as few as a dozen, or as many as several thousand of such appendages. Crokes are able to survive in a vacuum for extended periods of time. Crokes possess an innate, powerful illusions which they use to blend in with other humanoids, and can even physically interact with their environment using this illusion.
Society and Culture
The Croke Homeworld was within the Unknown Regions, and the species occupied a group of the Unknown Regions worlds known as the Croke Reach, and were in contact with groups who lived beyond their territories. Many who knew of the Croke considered them one of the many dangers of the Unknown Regions, having vicious, mean spirited personalities and acted blatantly in pursuit of personal ends.
Names
Many Croke typically have a single name, which have no distinction between gender, but will commonly adopt the name of another species to better blend in using their illusions.
Croke Traits
As a Croke, you have the following special traits.
Ability Score. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age. Croke are a very long lived species, with some members living a few hundred years with some living myrieteris of years.
Alignment. Croke are selfish, self-centered, and mean spirited, with many leaning towards Neutral Dark side, though there are exceptions.
Speed. Your base walking speed is 20 feet.
Size. Croke stand at roughly half a foot to just under 2 feet, and are deceptively heavy being around 10lbs. Regardless of your position in t hat range, your size is Tiny.
Force-Sensitive. You know the Mind Trick at-will force power.
Force Visage. As an action, you can project a complex force illusion to change your appearance and your voice. You determine the specifics of the illusion, including coloration, hair length, height and weight, and sex. You can also have the illusion be of a different species or of small or medium size, and and when interacting with items or creatures it appears as though the illusion is interacting with them, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen. You project this illusion until you use an action to dispel or until you die or fall unconcious.
Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.
Puny. Croke are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.
Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.
Vacuum Resistance. While exposed to the vacuum of space, you can survive for a number of hours equal to your Constitution modifier (minimum 1 hour), instead of a number of rounds.
Languages. You can speak, read, and write Galactic Basic and Croke.
Biology and Appearance
Lugubraa resemble large, leech-like humanoids having evolved from wormlike creatures called 'Chewers'. Lugubraa possessed very long arms, with five long fingers that were tipped with large suction cups filled with needlelike barbs. These dangerous digits gave a Lugubraa extra purchase when climbing or holding down their prey. Lugubraa are also Asexual beings, reproducing rapidly by growing a 'splitling' on their underbelly over the course of a week.
Lugubraa are incapable of seeing visible light, lacking physical eyes, and instead rely on echolocation and heat sensitive pads on the sides of their head which to allow them to perceive their surroundings, along with their sensitive yet durable skin allowing them to sense sound vibrations.
Society and Culture
Lugubraa have very little in the way of culture or society and, whether individual or in horde, are motivated by their unending hunger and would sell themselves off as mercenaries and bodyguards in exchange for credits and foods. They were well known by those who hired them for their loyalty, tenacity, and deadliness.
Most Lugubraa possess lower then average intelligence until their elder years, usually 50 standard years, in which they have a cognitive 'jumpstart' into highly intelligent beings. It was these relative geniuses who would lead the species whenever they were present.
Names
Lugubraa typically have one, multisyllable name.
Names. Dorota, Ereto, Lorgrombo, Rotel
Lugubraa
Visual Characteristics
Skin Color Pale white to dark grey Hair Color None Eye Color None Distinctions Lack of eyes, large mouth, Vacuum resistance Physical Characteristics
Height 4'8" +2d6 Weight 120 lb x 1 lb. Sociocultural Characteristics
Homeworld Stratos Distribution Language Lugubraal
Lugubraa Traits
As a Lugubraa, you have the following special traits.
Ability Score. Your Constitution score increases by 2, and your Strength Score increases by 1.
Age. Lugubraa reach maturity within half a year, and rarely live past 150 years.
Alignment. Lugubraa are motivated by little more then hunger, leading them to tend towards dark, though there are exceptions
Speed. Your base walking speed is 30 feet.
Size. Lugubraa stand at roughly 5 feet tall and weight around 120 lbs. Regardless of your possition in that range, your size is medium.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier (minimum of one). Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Echolocation. You have blindsight out to 60 feet, and are blind beyond your blindsight radius distance. If another trait would grant you blindsight, the range is increased by half as many feet. You can’t benefit from this feature while you are deafened.
Fast Metabolism. You require more food then most, you require two pounds of food per day.
Natural Climber. You have a climb speed of 30 feet.
Thermoception. Whenever you make a Wisdom (Perception) check related to sensing heat, you are considered to have expertise in the Perception skill.
Thick Skin. You have durable skin. While unarmored or wearing light armor, your AC is 13 + Dexterity.
Tooth and Nail. Your teeth and finger barbs are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Vacuum Resistance. While exposed to the vacuum of space, you can survive for a number of hours equal to your Constitution modifier (minimum 1 hour), instead of a number of rounds.
Languages. You can speak, read, and write Galactic Basic and Lugubraal.
Cannibalistic Approach
One way or another, you have developed a taste for the repulsive: sentient flesh. There is a colorful amount of cannibals, with a mix of motive and method. Some cannibals see their diet as a ritual, whether religious or not, with cannibalism being integral to it. There are always outlier cases. Cannibals can be deranged psychopaths who simply developed a perverted taste for the forbidden. They do so because it satisfies them, regardless of society's views on it.
Bonus Proficiency
Cannibalistic Approach: 3rd level.
You gain proficiency in Chef's Kits.
Butcher
Cannibalistic Approach: 3rd level, 9th, and 13th.
During a short or long rest, you can use a Chef's kit to prepare the corpse of a small or medium humanoid or beast to create a special ration. This ration weighs 1 lb, and you can consume this ration as a bonus action to regain 1d12 + your constitution modifier(minimum of 1) + half your berserker level.
You can create additional rations from the same corpse at higher levels, creating two rations at 9th level, and three at 13th.
Vile Charm
Cannibalistic Approach: 3rd level.
You can conceal your true vile nature in plain sight. You can add half your Constitution modifier to your Charisma checks, and to your Wisdom (Insight) checks.
Blood Hunger
Cannibalistic Approach: 6th level.
The scent and sight of blood is enough to empower you. While raging, when you reduce a creature to 0 hitpoints, you gain temporary hit points equal to your Berserker level + your Constitution modifier.
Despicable Feast
Cannibalistic Approach: 10th level.
You gain the ability to convince others to partake in your vile appetites. You can spend 1 hour, which can be done over the course of a long rest, to prepare a meal for upto 5 creatures, using the corpse of a small or medium humanoid or beast and your Chef's kit.
A creature who consumes this meal has its current and maximum hit points increased by your Constitution modifier, and can add your Rage damage modifier to the damage roll of one of their attacks before the start of their next long rest.
Ravenous Strike
Cannibalistic Approach: 14th level.
While you are raging and hit a creature with a melee weapon attack, if its hit points are equal too or lower then your Berserker level, you kill it.
Additionally, when you score a critical hit or kill a creature, you can immediately move up to half your speed towards a hostile creature you can see and make an additional melee weapon attack (no action required).