Homebrew Kroot Species Details
The Kroot, also known as Kroot Carnivores, are a savage species of humanoids of avian heritage, though their physical appearance sometimes leads to those who first encounter them to assume something more reptilian in their ancestry. Their physical shape notwithstanding, Kroot have more in common with aarakocra or kenku than they do with humans, dwarves, or elves. Kroot possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of other races. Their homelands are massive evergreen forests of the hardy jagga tree and as such, the Kroot find themselves more at home in the forest than they would any city.
Despite their isolationist tendencies and off-putting appearance, most Kroot offer their services as mercenaries to those of other races. As long as they are paid, such kroot make faithful and skilled allies.
Alien Biology
While the Kroot are humanoid beings, they have many traits relating them to birds. These traits include a beak, quills, and a hollow bone structure. While they have many of these traits in common, they can look very different, as a Kroot gains genetic traits relating to what it consumes. For example, a Kroot who feeds extensively on orcs will gain powerful strength, while a Kroot who feeds on elves will become quick and nimble. However, this can work the other way as well. An example of this is the Kroot Hounds, who consumed too many quadrupedal animals and became quadrupedal hunting predators themselves. Many of the Kroot have learned the mistake, and thus try to limit their feeding to humanoids.
The Kroot possess brains composed of a front and rear hemisphere. It appears that the larger frontal hemisphere controls the functions of logic, reasoning and memory while the rear, less developed hemisphere is more attuned to imagination and creativity.
If this is indeed the case, it would go some way to explaining the pragmatic approach to life of the Kroot and their current technological stagnation, dressing themselves in plain garments of leather and bone, living in small huts, and producing weapons that, while effective, are considered basic by the standards of other races.
History
The Kroot originated as a race of savage beings. They quickly consumed the predators around them, assimilating the local wildlife and replacing them with Kroot-related organisms. They developed a primitive intelligence quickly. When they discovered other humanoid races, such as humans and orcs, they had mixed beliefs. Some believed that they should launch attacks against these races. Others realized that those races had weapons and armor that they did not, and learned to work aside these races in exchange for these items.
Many Kroot now fight alongside more civilized races as mercenaries. Those that don't wander the land as bands of hunter-gatherers. Still others build up rudimentary settlements around specific locations. While the Kroot can appear unreliable and savage, they are known to be trustworthy and powerful allies when befriended or worked with.
Society
Kroot split into groups known as Kindreds, led by powerful Kroot known as Shapers. A Shaper instinctively knows the difference between desirable and detrimental evolutionary traits and how to gain them, and as such directs their Kindreds' eating habits. Often, Kindreds are accompanied by other Kroot sub-species, such as Kroot Hounds and Krootox. As different Kindreds feast on different types of foes, they tend to become drastically different, manifesting traits.
Kroot believe that when a warrior of any species dies, his warrior species should be kept, and that the only way this is accomplished is by the eating of his flesh. As such, cannibalism is accepted within their culture. Their digestive system is incredible, meaning that they can eat almost anything. Whatever they eat that isn't inedible is instead regurgitated with extreme discomfort.
While Kroot are willing to work with other races, they tend to have mercenary mindsets. Kroot working with other races without need of payment are not unheard of, as are Kroot that refuse to work with any other being. Mostly, however, Kroot have a pack mindset and will work with other teams of humanoids, especially if their kindred has been destroyed.
Kroot Personality
You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.
Kroot Names
Kroot names ignore the typical gender division, as all kroot are equal save for the shaper. A kroot usually has two names: A name given to them by the shaper, which is how they are called, and a kindred name, which functions like a family name. Kroot names are often harsh-sounding and have been confused with the names of fiends on particular occasions.
Given Names: Anghkor, Arakah, Dalykar, Gakhan, Gorok, Jiynko, Khibala, Luku, Mataba, Omutu, Orek.
Kindred Names: Chagrill, Grekh, Kro, Prok, Trosk, Yursa.
Kroot Traits
Your Kroot character has the following racial traits.Ability Score Increase.
When determining your character’s ability scores, increase one score by 2, or increase two different scores by 1. You can't raise any of your scores above 20.
Age
Kroot reach maturity around age 12 and rarely live beyond 100 years.
Size
Kroot tend to be taller but more slender than a human being around seven and a half feet tall. This also depends on the diet of the kroot so it can flucuate. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Darkvision
Able to see further into the infrared end of the spectrum, 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 grey.
Claws
Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Dexterity/Strength modifier(depending on what you choose), instead of the bludgeoning damage normal for an unarmed strike.
Adaptive Evolution
Thanks to your adaptive evolution, You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival.
Grisly Feast
During a short or long rest, you can choose to devour the corpse of up to one Humanoid, Beast, Fey, Giant, Aberration, Monstrosity, Celestial, Plant, or Dragon nearby(some corpses might have unforeseen consequences if eaten). If the corpse is larger than Medium, you instead devour a portion of it. This will satiate you for the day. Additionally, you may consult the Adaptive Traits table, and choose from one of the applicable benefits. If the eaten creature qualifies for more than one of the traits on the table, you may choose which benefit to apply. If it qualifies for none of the traits on the table, on the other hand, you gain no benefits from eating the corpse. This benefit lasts until the start of your next long rest, and you can't use this trait again until you finish a long rest.
Adaptive Traits
For the traits below, Creature refers to the creature you have eaten. This table is used by the Grisly Feast feature above.
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Trait Requirement |
Trait Gained |
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Creature has an ability score greater than one of your respective scores |
You gain a +1 bonus to the respective score. You cannot increase an ability score above 20 |
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Creature has a walking speed greater than yours |
Your walking speed increases by 5 feet |
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Creature has a resistance or immunity to a damage type |
You gain a resistance towards ones of the creatures immunities or resistances |
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Creature has a natural sense(ex: blindsight, tremorsense, truesight...) |
You gain the benefits of that sense out to a range of 10 feet |
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Creature has natural armor |
You gain a +1 to your AC when not wearing heavy armor |
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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Posted Mar 21, 2025Cool