Homebrew Gatorfolk Species Details

” If you notice a set of yellow eyes floating in the waters of the Taiga, you’re about to become lunch for a lucky Gatorfolk. I’m not sure if it matters whether or not that gatorfolk is supposed to be your ally.” -Peter Albright"

The Gatorfolk are a subrace of Lizardfolk who are particularly brutal and adapted to their waterlogged environments, having more in common with the other predators of their homeland than they do with any humanoid. However, a Gatorfolk still recognizes the strength of a hunting party when looking to ensure its own safety. In this newfound alliance, one such Gatorfolk will attempt to understand and, in their own mind, befriend people of other races. Such Gatorfolk make very loyal and skilled allies.

Crocodilian Nature

Being more reptile than humanoid, their actions often reflect their scaly visage. The larger range of their thinking and emotion revolve around fear, aggression, and pleasure. This isn't as complex and primal as humanoid emotions however. A Gatorfolk might come across a swarm of Quippers and get scared, however it doesn't think "I'm scared" and begin to tremble. Instead the Gatorfolk registers this as a threat and will avoid it if possible, fighting only if no other option is present.

Their aggression isn't out of anger, but out of survival. When a Gatorfolk attacks, it's attacking prey it wants to eat, defending itself from a creature that wants to harm it, or some similar instinct.

Pleasureable people and things make life easier for a Gatorfolk and these must be protected, even if doing so puts the Gatorfolk at risk. The most pleasurable things register to the Gatorfolk as benign rather than fearsome.

Most Gatorfolk feel far more comfortable if some body of water is nearby and will make a conscious effort to always find some body of water they can use to hide and hunt in, even if they are in an area where they don’t need to hunt for food, like a town.

Cold and Calculating

Most humanoids describe cold-blooded people as lacking emotion and empathy. This same label is an apt depiction of Gatorfolk. Lacking any internal emotional reactions, Gatorfolk have a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as the situation warrants. They assess situations based on their current and future utility and importance. To a Gatorfolk, a comrade who dies becomes a potential source of food. That companion may have once been a warrior or a hunter, but now the body is just freshly killed meat.

A Gatorfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The Gatorfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf may have been a most useful meal, but hacking the body into steaks provokes aggression from the other humanoids and makes them less helpful in battle.

Pity the Soft Ones

Gatorfolk view their humanoid allies with an indifference verging on pity. Born into this harsh world without stout scales and sharp teeth, its remarkable they've been able to survive this long. I doubt they would last a day in the thick of the Taiga Rainforest. If a creature can prove itself useful to a Gatorfolk, they can trigger a protective response from them due to the apparent weakness. Gatorfolk see such beings as hatchlings, young Gatorfolk incapable of defending themselves but might prove useful in the future if cared for.

Gatorfolk Quirks

You can use this table to determine a Gatorfolk quirk for a character or inspire a mannerism.

Gatorfolk Quirk Table
d8 Quirks
1 You hate to waste and no reason not to scavenge fallen enemies. Fingers are tasty and portable!
2 You sleep best while mostly submerged in water.
3 Money is meaningless to you.
4 You think there are only two species of humanoid: Gatorfolk and meat.
5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
6 You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
7 You appreciate the soft humanoids who realize they need chainmail and swords to match the gifts you were born with.
8 You enjoy eating your food while it's still wriggling.
 

 

Gatorfolk Names

Gatorfolk get their names from a mix of druidic lifestyle and the Draconic language. They use simple descriptives granted by the tribe based on the individual's notable deeds or actions. For example, Garurt means "axe", a name given to a warrior who defeated an orc and claimed his weapon. Niarhaanin means "river" and may be given to a Gatorfolk to stays motionless within the river waiting to ambush his prey.

Gatorfolk make no distinction between male and female naming conventions. Each example name includes its translation in parenthesis.

Gatorfolk names: Achauk (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Harroc (hunter), Irhtos (Secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)

Gatorfolk Traits

As a Gatorfolk, you have the following traits.

Hungry Jaws.

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action you can make a special attack with your bite. If this attack hits, it deals its normal damage and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and can't use this trait again until you finish a short or long rest.

Languages

You can speak, read, and write common and draconic

Bite.

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it you deal piercing damage equal to 1d8 + your Strength modifier, instead of using bludgeoning damage like a normal unarmed attack. Additionally, your bite has the ability to hold a target if you choose to, you and the Target make contested athletic checks to see if they are grappled.

Hold Breath.

You can hold your breath for up to 15 minutes at a time.

Hunter's Lore.

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor.

 You have tough, leathery scales. When you aren't wearing armor your AC is 13 + your Dexterity 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.

Ambush Predator.

 When you begin combat while hidden in enough water to submerge yourself in completely you gain advantage on your initiative. You can deal an additional 1d6 ambush damage on your first attack if still hidden in water, once per long rest. This damage increases to 2d6 at 5th level, and 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.

Death Roll.

While you have a target grappled in your jaws due to your Bite attack, you may use an attack to initiate a Death Roll that deals 3d6 piercing damage and forces the Target to make a Strength Saving Throw vs your Strength DC or be knocked prone. You can use this ability a number of times equal to your Strength Modifier per long rest.

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