Homebrew Krocogons Race Details

Life StyleThey live the life of a crocodile, eating and resting is a big part in there lives. But this race is also keen on always getting stronger. They fight each other in the swamps to gain dominance in the groups, but to also grow in strength. They also help the lizardflok do mundane task around the settlements in which they live, mostly doing physical labor around the settlement.

Appearance: Their appearance is like the lizardfolk but triple the size and weight. But are more crocodile in appearance, especially because of the longer snout they have. And have powerful builds, with arms the size of a human man, and scales thicker then the lizerdfolk. And a long powerful tail that can break rocks with a good swing and swim through water at a quick pace. And their color can vary from dark to light green, sometimes even scales almost black as night.

Age: They live about the same time as the lizardfolk even a bit shorter and grow to adult size at 10.

Size: They grow to be 8 to 12 feet tall and 20 to 25 feet long, and weigh around 1000 to 2,500 pounds.

Speed: On land your speed is 20 but in water it 40.

Alignment: They tend to follow the alignments of the lizardfolk.

Language: They speak draconic and one other language.

Krocogons Traits

Krocogons traits can change the battlefield for the better.

Aquatic Ambush

When in water you gain Advantage on stealth checks, but you have to be submerged.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Death Roll

You rush and enemy within 25 feet of you, and latch on to them with your powerful jaws. And the enemy has to make a dexterity saving throw of 15 or higher to evade the attack. but if the enemy fails you chomp on to the enemy incapacitating it(cant do anything, but scream), and roll a 1d6 for the damage. But in this state the enemy can't move or attack you, but you can move with the enemy in your mouth, but can't attack or use abilitys on other creatures until you let go or the enemy dies. But every turn with the enemy in your mouth you shake the enemy violently, and has to make a strength saving throw of 16 or higher to escape. And if the enemy fails you roll 1d8+strength modifier for damage on each turn the enemy is in your Death Roll. if you die or get knocked out while death roll is activated on someone they take 3d6 damage(at level 10 this changes to 3d10). And you can't use Death Roll on a enemy bigger then yourself. You can use the ability only 2 times, and have to take a short rest before using it again. At level 5 you change the damage rolls from 1d6 to 1d10, then at level 10 1d10 to 2d8, and then at level 15 2d8 to 3d8.

Devastating Tail

You Swing your giant reptilian tail around you knocking all enemy's back within a 10 foot radius around you. And if they fail a strength saving throw of 14, they are knocked down on the ground and flung back 15 feet. you can only use this ability twice, and have to take a long rest before using it again.

Sun Bath

If the sun is out and your not in combat you can lay down and roll 1d8 to gain back any lost health. And you can only use this once. And this changes to 1d12 when you get to lvl 5 and 2d 12 at lvl 10.

Cold Blooded

You gain disadvantage on all saving rolls and attacks when in cold climates and your AC drops by 3. And when hit with ice spells you gain the cold blooded debuff for 5 turns.

Natural Armor

You have hard scales that cover your whole body that are harder then steel, so when you aren't wearing any armor your AC is 13 + your constitution modifier. And since your so big no armor fits you so you can't wear armor at all, unless it's a magical item which changes size to fit the wearer but without that the ability to wear armor is still deactivated.

Large Lung Capacity

you can hold your breath under water for up to 30 minutes.

Simple Minded

The race Krocogons are unable to cast magic, as they think only the weak use magic.(and there just to dumb to use it in general)

Ability Score Increase

You gain +2 Constitution and +1 Strenght to your score.

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