Homebrew Werepenguin Species Details

Once thought to be merely legend or the subject of night terrors, werepenguins have been found to exist across the realms. They are created in one of three ways:

  1. Through divine interaction: Being afflicted with the Blood Moon curse by the moon goddess Lunarcia
  2. Through physical transmission: Being bitten by a werepenguin, receiving the Blood Moon curse.
  3. Through childbirth: Werepenguins are capable of procreation, passing the Blood Moon curse down to another generation.

Nomads

After being stricken by the Blood Moon curse, werepenguins are cast out of their original families and clans, unless they are born to a werepenguin parent. Werepenguins are a nomadic people, wandering along the seas and frozen lands of their particular realm or plane. Some werepenguins feel a sense of belonging, and may form small clans of up to 50 members for protection and socialization.

Beak, Feather, and Fur

Werepenguins resemble typical werewolves of lore from a distance, but a closer inspection reveals their aviary qualities, Rather than a wolf-like snout, werepenguins have an extremely tough beak, filled with sharp teeth and two sharp fangs. Their arms resemble slender wings, with sharp claws at the end.

Werepenguins are primarily covered in fur, with dense feathers also covering their torso and heads. The primary colors of their fur and feathers are shades of black and brown, but they may have patches of brightly covered feathers on their brow, shoulders, and/or back.

Lupine Mannerisms

Werepenguins have a physical appearance that resembles the werewolves of lore, and their Blood Moon curse gives them other lupin qualities. They have a tremendous sense of smell which allows them to become expert hunters and trackers, as well as being adept at evading capture themselves.

A full moon intensifies their aggressive and violent nature, but they can learn to control it, if they choose.

Homelands

Werepenguins have no ties to the homeland of their original race, except their original language. Their homelands are like a whisper of a dream that they are unable to pin down. After being afflicted by the Blood Moon curse, werepenguins feel most comfortable in aquatic, coastal, and cold environments. As such, you may find werepenguin villages along the coastlines in any realm, but especially in colder climates.

Werepenguins Names

Werepenguins have no conventional naming structure. Their names tend to follow the naming structure of their original race.

A baby born to werepenguin parents will follow the naming structure of the mother's lineage.

Werepenguin Traits

Werepenguins come from all backgrounds, races, and planes. After being afflicted by the Moon Blood curse, they are completely transformed, losing all semblance and knowledge of their original race, with only the ability to speak their born tongue remaining.

Age

While they reach maturity by age 10, werepenguins have a similar life span to humans, having a maximum lifespan of 100 years, when living within a clan structure. Lone werepenguins typically have a maximum lifespan of 70 years.

Darkvision

 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 gray.

Ability Score Increase

Werepenguins receive a +2 bonus to Strength, and a +1 bonus to Dexterity.

Alignment

Werepenguins share the general outlook of chaotic. The draw of their hybrid status, plus the Moon Blood curse which transformed them lends toward chaos, with no clear calling to good or evil

Size

Stand between 4 and 7 feet tall, and weigh between 150 and 350 pounds. Their size is medium.

Speed

Werepenguins have a walking speed of 30, which increases to 60 when sliding on their stomachs on smooth ice, by using their powerful wings and claws to propel themselves. They have a swimming speed of 60, a climbing speed of 30, and a burrowing speed of 10. 

Languages

Common, Vedalken, plus the language of the original race

Moon Blood Curse

Werepenguins receive a +2 bonus to Strength in darkness (at night or inside a cave, dungeon, building, etc.), and a +2 bonus to AC when utilizing 1/2 to full cover; Unarmed Strikes in darkness (at night, inside a cave, dungeon, building, etc.) deal an extra 1d4 poison damage. All saving throws rolled in darkness are rolled with advantage (saving throws rolled from 1/2 to full cover are considered to be in darkness). All saving throws rolled in direct sunlight are rolled with disadvantage.All damage, attack and saving throws rolled during a full moon receive a +1 bonus.

Any weapon attack against a werepenguin utilizing a silver weapon is rolled with advantage.

Spellcasting

You know one cantrip from the following: Acid Splash, Poison Spray, Word of Radiance

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