Homebrew Giraffe Species Details
Sequestered in high mountains atop tall trees, the giraffes evoke awe and wonder.
Spots and Necks
Giraffes are humanoid giraffes. They have yellow and brown spotted coats of fine short hair. They have long necks which allow them to eat leaves from trees and purple tongues. Standing upright, giraffes might reach 7 feet tall, and they have long, narrow legs that taper to hooves.
Giraffe Traits
As a giraffe, you have certain traits in common with your people. Being able to see high above other humanoids and fight with your neck like a maniac.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Giraffes reach maturity by age 3. Compared to humans, Giraffes don’t usually live longer than 30 years.
Alignment
Most Giraffes are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size
Giraffes are about 7 feet tall. They have thin, lightweight bodies that weigh between 120 and 300 pounds. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Long View
Your long neck lets you see farther than normal. You have advantage on perception checks made to spot creatures or objects at a distance.
Hooves
Your hooves are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Languages
You can speak, read, and write Common, Sylvan, and Primordial.
Keen Eyes
Your highly developed eyesight gives you proficiency in perception checks.
Graceful Reach
Your long limbs and neck give you unusual poise. You can interact with objects slightly out of normal range.
Necking Strike
You can swing your powerful neck to deliver an unarmed strike. This deals 1d6 + Strength modifier of bludgeoning damage.
Once per short rest if you moved at least 10 ft in a straight line towards the target immediately before the strike.
You can force your target to make a strength saving throw, DC 8 + strength modifier and proficiency bonus.
If the creature fails its strength save, it is pushed 5 feet or knocked prone, your choice.
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