Homebrew Kroot Species Details

They are fierce indeed these Kroot, and savage. I look upon them and tremble at their ferocity. I can only hope that when the enemy sees them they tremble as I do.

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.

 

Based on the article "Kroot (5e Race)" from D&D Wiki.

Kroot Traits

Your Kroot character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 2, and another ability score of your choice increases by 1.

Age

Kroot mature rapidly, the most growth occurring in the first 10 years of one's life. By age 12 they are considered adults. It is not unknown for a Kroot to live to be over a hundred years old.

Alignment

Kroot tend towards lawful alignments, being a pack hunter species. While good or evil Kroot are not unheard of, most Kroot have a mercenary mindset and thus end up being neutral.

Size

Kroot tend to be tall and lean, usually around six and a half to seven feet tall. Your size is Medium.

Speed

Your base walking speed is 35 feet, and you have a climbing speed of 20 feet.

Ferocious Maw

Your bite is an unarmed weapon which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Resourceful Hunter

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.

Eater of the Dead

During a short or long rest, you can choose to devour the corpse of up to one humanoid, beast, or dragon nearby. 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 Evolutionary 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 you finish a long rest. Once you use this trait, you need to finish a long rest before you can use this trait again. Be warned; choosing the same benefit three or more times in a row will result in the benefit being unable to change for 1d4 weeks.

Evolutionary Traits

For the traits below, Creature refers to the creature you have eaten. This table is used by the Eater of the Dead feature above.

Trait requirement Trait Gained
Creature has a Strength score greater than your Strength score You gain a +1 bonus to your Strength score.
Creature has a Dexterity score greater than your Dexterity score You gain a +1 bonus to your Dexterity score.
Creature has a speed of 40 feet or higher Your walking speed increases by 5 feet.
Creature has a Constitution score greater than your Constitution score You gain a +1 bonus to your Constitution score.
Creature has an ability to regenerate hit points You regain 1 hit point at the end of every hour as long as you have more than 0 hit points.
Creature has a Intelligence score greater than your Intelligence score You gain a +1 bonus to your Intelligence score.
Creature has the ability to cast any spell You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Creature has a Wisdom score greater than your Wisdom score You gain a +1 bonus to your Wisdom score.
Creature has a blindsight or tremorsense You gain 10 feet of blindsight or 10 feet of tremorsense, depending on what sense the creature had respectively.
Creature has a Charisma score greater than your Charisma score You gain a +1 bonus to your Charisma score.
Creature is immune to the frightened condition You gain advantage on saving throws against being frightened

Languages

You can speak, read, and write Common. In addition, you can speak Kroot. Kroot is a harsh language with no written form.

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