Homebrew Cranog Species Details

Creature Type: Humanoid

Size: Medium (5–6 feet)

Speed: 30 feet, 30 feet (swimming)

Though bearing a superficial scaly similarity to other peoples of the worlds of the Material Plane, the Cranog suffer no connection to dragons, neither relation with any other reptilian race; any similarities could be chalked up to the similar environments that they and some other reptilians emerged from— particularly, swamps. That being said, they are even more comfortable in water and mud than the already amphibious Lizardfolk. Though many other peoples assume a dangerous or aggressive nature based on their resemblance to more aggressive species, Cranog are amicable and peaceful, though this often ekes into a broad laziness, which results in Cranog settlements and societies staying relatively humble and plain despite their age and potential capability.

Like other humanoid reptilian species, they carry the full package of thick scales, sharp claws and teeth, and a tail, though with notable differences from their sister peoples; these being deeper, distinctly paddle-shaped tails, webbed feet, and a long skinny snout filled with peg-teeth. Tying it all together is a stout swimmer's build, though because of their long necks and tails, they can reach up to 10 feet when fully stretched out in the water. Their colouring ranges from deep, dark blues, greens, browns, and greys. 

Though they are distant from other reptilian humanoid species, the nature of their origin is clear and relatively simple. In ancient times, a deity of the murky depths of the marshlands crafted a species out of mud and detritus with which it could create an empire and grow its worshipper base; this promptly failed, for reasons unknown, though any Cranog will say that the deity failed to properly breathe in a good motivation into any of them. From then on, Cranog simply got by through their peacefulness, and that attacking them on a large scale would be too troublesome for the stretches of marshland that they inhabit.

Cranog Traits

As a Cranog, you have the following traits.

Ripplefeeler

As a Bonus Action, gain Tremorsense within a range of 120 feet while in contact with a body of water. You can only detect things with Tremorsense that are within the same body of water as you, but there is no depth requirement for this Tremorsense.

Natural Weaponry

Due to your claws and teeth, you can choose to deal 1d4 Slashing or Bludgeoning damage with your hands, 1d4 Slashing damage with a bite, or 1d4 Bludgeoning damage with your tail. You can attempt to perform a bite or tail attack while your hands are full. At 3rd level, you gain access to the Warding Snap ability, and at 5th level, you gain access to the Warding Smack ability.

Warding Snap : On a missed melee attack, you can perform a bite as a Bonus Action, which deals 1d4 + your Strength modifier in Slashing damage. This can be performed an amount of times equal to your Proficiency Bonus, one use is restored on Short Rest, and all uses are restored on Long Rest.

Warding Smack : When an opponent successfully rolls to hit you with a melee attack, you can perform a tail smack as a Reaction. The opponent must perform a Dexterity saving throw against a DC of 10 + your Strength modifier. If they fail this, the attack will miss. This can be performed an amount of times equal to your Proficiency Bonus, one use is restored on Short Rest, and all uses are restored on Long Rest.

Sloshing Gullet

Magically store up to 15 gallons of any non-magical liquid that cannot directly harm you. Water must be absorbed or expelled through your mouth, requiring your throat to be unobstructed. Gain forms of expulsion with levels.

Level 1
  • Can pour liquid controlled to a whole gallon.
  • As an Action, can spray water over a 10/20/30 foot cone, consuming 5 gallons per 10 feet of range. Can extinguish fires and form a shallow puddle within the area of effect.
Level 3
  • As an Action, can expel water in a pressurised line of up to 20/40/60 feet, imparting a force that scales with distance, and consuming 5 gallons per 20 feet of range. The first creature struck within the first 10/20/30 feet of the ability must make a Strength saving throw against a DC of 8 + your Strength modifier or be knocked prone and pushed 5 feet back.
Level 5
  • As an Action, can expel water into the air, raining down as a spray or mist in a 10/20/30 foot radius centred on yourself, consuming 5 gallons per 10 feet of radius. Can extinguish fires and form a shallow puddle within the area of effect.
  • Water expelled in a cone can be in the form of mist.
  • Creatures that fail the saving throw required by the pressurised jet ability also take 1d6 Bludgeoning damage.

Diving Membrane

Lung adaptations for diving allow you to hold your breath for 15 minutes.

A thick nictitating membrane across your eyes allows you to be unaffected by lightly obscured conditions pertaining to water or moisture (including non-magical mists), and gives you Advantage on any rolls made to end the Blinded condition.

Stable Build

Your wide feet adapted for marshland allow you to move through difficult terrain such as swamps, mud, shallow water, etc, without penalties.

Your thick tail, used as a third point of contact, making opponents attempting to shove or knock you prone take Disadvantage.

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