Homebrew Alligoran Species Details

Within moments, the still water of the river that crisscrossed the Ohoiyan lowland exploded into motion. Such was the displacement that it fell upon the stream fishers like rain, and before they realized what was happening, they felt agonizing, shooting pain in their limbs and necks. The silence of the day was broken for only a second by panicked screams, and violent splashing- And then, silence. Only their boats were ever found, but the slight brown tinge to the water told the full tale of what had happened.

 

The Alligoran trace their racial roots back to the very war that gave sentience to the beings of Gerhn, making them one of the oldest races to walk the world. Despite this, few know of them, and even fewer can say they've seen one, as they rarely leave their underwater clans and well-hidden grotto-cities to interact with 'landstriders'. They hold no ill will for the races of the surface, and often war with the Sea Elves and their dark, vengeful Gods of the deep on behalf of the ground-born races: They simply don't see any benefit to forming a relationship with them. Despite this, every clutch of Alligoran eggs have a few that experience the intensity of Wanderlust, and a longing to see the world beyond the waves.

Scaled Behemoths

Alligoran are born in the water, and most rarely leave it before they are fifteen years old. They look very much like their more bestial counterparts, but with massive, muscular arms that end in thick fingers, usually featuring smoothly rounded sharp claws. Their rough skin ranges in color from green to brown to grey, with hard plating from their forehead to the tip of their tail that protects their spine. These plates can vary in color but are usually a shade or two darker (or brighter) than their skin. Very rarely, an Alligoran will be born with dark blue or dark purple skin. Their eyes typically range from dark orange to a bright, almost iridescent yellow, with a pitch-black vertical pupil that narrows when they're angry.

Alligorans have a natural slouch in their stance when standing upright on the surface, a position they find unnatural and uncomfortable at first. When standing this way, their height ranges from 5 to 6 feet; when standing fully erect, they're significantly taller, and ones born in Saltwater can stand nearly eight feet tall. 

Cities of Gold, Tongues of Silver

Alligoran live in a casteless society, where might makes right. That being said, the same five clans have ruled over the largest of the hidden cities they call home for nearly a thousand years, with their strength unmatched by any of the clans trying to claim their thrones. Outside of these cities with golden spires and great ziggurats dedicated to Ihuilin, the Great Clutchmother, Alligorans live in humble floating thatch-and-mud abodes. Their conical roofs can be seen poking out of the surface of lakes and rivers, with the actual homes being constructed beneath the water's surface, accessible only by swimming down and entering through an aperture in the floor of the structure.

Alligoran live within a Matriarchal society, with males performing much of the menial and laborious tasks. Females of the species are rarer than males and usually larger. They focus on navigating the complex, theocratic political system of the Alligoran people, with Priestesses rarely leaving the village temple. Others still focus on scholarly pursuits, such as understanding the Worldveins that crisscross the deepest waters of Gerhn or planning military campaigns, trade, and other tasks to keep the community going. Males are forbidden from pursuing priesthood, but may become Sledges of Manauia, the divine mate of Ihuilin. Becoming a Paladin of this God is a great honor, as they stand in royal guard at the side of a Priestess, and are the last line of defense for the precious clutches of Alligoran eggs.

Alligoran clutches hatch together, usually all within a few days of each other. It's rare for Alligoran to know who their parents are: Most are raised by assistant Clergy to the Priestess in a communal home, until they are ready to venture into the world. Alligorans live extremely long lives, with the oldest among them reaching three to four hundred years.

Alligoran Names

Alligoran have three names: The name given at birth, the name of their Clutch, and their Clan Name. Their birth name is often given to them by the Priestess of their clan, as their conceiving parents are rarely known.

Male Names: Ohtli, Xioton, Toltepilli, Amoxchel
Female Names: Xiomara, Yaohui, Camaxchitl, Tlachilin

Clutch Names: First-Month, Coldest-Winter, Year-of-Rains, Hundred-Born

Clan Names: Uzah-Ti, Mim-Hsa, Nuh-Lizai

Alligoran Traits

Your impressive size and strength, as well as your aquatic upbringing, gives you a variety of benefits.

Plated Hide

The thick plates that cover you from head to tail tip and your natural, armor-like skin make it harder for blows to do anything more than bother you, but also requires a great deal of maintenance to keep tough. You gain a natural +2 to AC as long as you have been submerged in water in the past eight hours.

Death Roll

You are not so far detached from your bestial origins as you may like others to believe. If you have used your Bite Attack on a target, you have advantage on Grapple Checks made against that target. If you maintain a grapple successfully and are at least knee-deep in water, you can choose to Death Roll a target on your turn, dealing 1d12 + your STR modifier to the target of your grapple. 

Aquatic Predator

Your aquatic upbringing has taught you how to be like water. You practically merge with it when floating below the surface, producing no ripples, hidden by the reflection of the sun or the darkness of the evening. If you remain entirely still while submerged in water, you have advantage on Dexterity (Stealth) checks.

Bite Attack

Your massive jaws and rows of dagger-like teeth make you a nightmare to confront in a close battle. You may bite a target. Roll an attack using your Strength modifier. If it hits, you deal damage equal to 1d8 + your Strength modifier. If you hit, your target may make a Strength (Athletics) or Dexterity (Acrobatics) check against the dealt damage to avoid being grappled; otherwise, you can choose to grapple them.