Homebrew Penguikocra (Aarakocra Variant) Species Details

Sequestered in frozen desserts among icy winds, the Penguikocra, sometimes called Penguinfolk, evoke fear and wonder. Many Penguikocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Water.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Claw & Blubber

From afar, Penguikocra look much like large birds. Only when they approach does their humanoid appearance reveal itself. Standing upright, Penguikocra might reach 5 feet tall, and they have short, stumpy legs with which they waddle along.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males and females both are colored with feathers of black and white, sometimes with some yellow below the neck. Their heads complete the avian appearance, being something like a penguin with distinct tribal variations.

Sea Wardens

Nowhere are these Penguikocra more comfortable than in the sea. They can spend hours in the water, and some go as long as days, locking their wings in place and letting the currents carry them aloft. In battle, they prove dynamic and acrobatic swimmers, moving with remarkable speed and grace, diving to lash opponents with weapons or beaks before turning and swimming away.

Once waterborne, an Penguikocra leaves the sea with reluctance. On their native plane, they can swim for days or months, coming up on land only to lay their eggs and feed their young before launching themselves back into the water. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the surface.

Avian Mannerisms

The resemblance of Penguikocra to birds isn’t limited to physical features. Penguikocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to ascend from the sea, they often stay near bodies of water where they can catch fish and bathe themselves.

Many Penguikocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Penguikocra might become frustrated with people who fail to pick up on the nuances; an Penguikocra’s threat might be taken as a jest and vice versa.

The idea of ownership baffles most Penguikocra. After all, who owns the sea? Even when explained to them, they initially find the notion of ownership mystifying. As a result, Penguikocra who have little interaction with other people might be a nuisance as they come from the shore to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.

They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An Penguikocra who spends years among other races can learn to inhibit these impulses.

These Penguikocra normally mate for life with their chosen mate. However a Penguikocra who spends extended time among other races may lead a life of misery and disappointment when betrayed by a loved or trusted one.

Confinement terrifies the Penguikocra. To be grounded, trapped underground, or imprisoned by the unyielding earth is a torment few Penguikocra can withstand. Even when perched near a shore or at rest in their icy homes, they appear alert, with eyes moving and bodies ready to dive.

Homelands

Most Penguikocra live on the Elemental Plane of Water. Penguikocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of Penguikocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in rocky outcroppings in the coldest coasts or ice box rooms of taverns.

Once tribes of Penguikocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the seas nearest to their colony, ranging farther should game become scarce.

A typical colony consists of many small open outcroppings in a sea cliff face. The eldest acts as leader with the support of a shaman. 

Greater Purpose

Penguikocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an Penguikocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Penguikocra adventurer’s chosen path.

Two other circumstances might call an Penguikocra to adventure. First, Penguikocra have historical ties to the Water Dukes of Aaqual. Exceptional individuals honor that connection and might seek out the missing pieces of the Fishing Rod of Seven Parts, the remains of an artifact fashioned by the Water Dukes Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Leopard Seal.

When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.

Second, Penguikocra are sworn foes of elemental fire, in particular the fire imps that serve Ignatius, the Prince of Fire. The Penguikocra word for IKmp is loosely translated as “steam pit,” and battles between Penguikocra and imps have raged across the Elemental Planes of Fire and Water, occasionally spilling into a world on the Material Plane. Penguikocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.

Penguikocra Names

As with much of their speech, Penguikocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, Penguikocra may use nicknames gained from people they meet or shortened forms of their full names.

An Penguikocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.  

Penguikocra (Aarakocra Variant) Traits

As an Penguikocra, you have certain traits in common with your people. Being able to Swim at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an Penguikocra requires special consideration by your DM.

Born of Ice

Due to these Penguikocra's origins of barren, icy landscapes and frigid waters, they exhibit a strong resilience towards cold environments. There is very little save the breath of a white dragon that can freeze these weather-hardened birdfolk. This character is resistant to cold damage.

Natural Aquatic Force

Your Dexterity score increases by 2, and your Constitution score increases by 1 due to your hardy nature in the cold depths of the sea

Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment

Most aarakocra 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

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed (waddle)

Your base walking speed is 25 feet. due to having to waddle.

Underwater Flight (Swim_

You have a swimming speed of 50 feet. To use this speed, you can’t be wearing heavy armor.

Piercing Beak

Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, Aarakocra, Triton, and Aquan.

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