Order of the Roll - Dungeons and Dragons Crocodilefolk - Order of the Roll

Crocodilefolk

DnD Crocodile Folk Rac

The Croc­o­dile Folk are infa­mous and feared beings who roam the seas. They appear as large, humanoid croc­o­diles with mus­cu­lar bod­ies, pow­er­ful tails, scaly skin in a vari­ety of col­ors (such as deep green, ocean blue, or fiery orange), and razor-sharp jaws filled with teeth. Their gaze is intel­li­gent, their stance proud, and their instincts relent­less. They are born sur­vivors and nat­ur­al fight­ers, shaped by the harsh life at sea.

Crocodile Isle

They dwell in float­ing set­tle­ments or hid­den coves, but their true home is the leg­endary and untrace­able island known as Croc­o­dile Isle. This island is veiled by mag­i­cal mists and illu­sions, erased from maps by the Croc­o­dile Folk them­selves. It is a hotbed of pira­cy, chaos, and treasure—where they keep every­thing loot­ed dur­ing their raids: gold, mag­i­cal items, weapons, and relics from sunken king­doms.

King K. Rool

The ruler of this mys­te­ri­ous island is King K. Rool, an iron-devour­ing tyrant obsessed with pow­er and wealth. He is mas­sive, mer­ci­less, and longs to bring all the world’s trea­sures beneath his claw. Yet he rarely leaves the island him­self. Instead, he com­mands a fleet of cap­tains who sail in his name. The most noto­ri­ous among them is Kap­tain Skurvy, a cun­ning sea-dev­il with a hatred for land-dwellers and an insa­tiable hunger for gold and glo­ry.

The Eye of Ika Dinka Doo

What tru­ly dri­ves the Croc­o­dile Folk is their cen­turies-long quest for a mys­ti­cal and ancient arti­fact: The Eye of Ika Din­ka Doo. This eye is said to hold cos­mic powers—some claim it can see the future, oth­ers insist it can cre­ate or destroy worlds. What­ev­er its true nature, the Croc­o­dile Folk believe that who­ev­er pos­sess­es the Eye will rule not only the seas, but the entire world.

Culture

Their cul­ture revolves around strength, hon­or with­in the tribe, and the gath­er­ing of wealth. From an ear­ly age, Croc­o­dile Folk are taught to fight, sail, and sur­vive. They are loy­al to their crew but sus­pi­cious of out­siders. Still, it is not uncom­mon for some to break away from their peo­ple, carv­ing their own path as mer­ce­nar­ies, adven­tur­ers, or even pirates.

Stats

  • Abil­i­ty Score Increase. Your Con­sti­tu­tion score increase by 2, and your Wis­dom score increas­es by 1.
  • Age. Croc­o­dile Folk reach matu­ri­ty around age 14 and rarely live longer than 60 years.
  • Align­ment. Most Croc­o­dile Folk are neu­tral. They see the world as a place of preda­tors and prey, where life and death are nat­ur­al process­es. They wish only to sur­vive, and pre­fer to leave oth­er crea­tures to their own devices.
  • Size. Croc­o­dile Folk are a lit­tle bulki­er and taller than humans, and their col­or­ful frills make them appear even larg­er. Your size is Medi­um.
  • Speed. Your base walk­ing speed is 30 feet, and you have a swim­ming speed of 30 feet.
  • Bite. Your fanged maw is a nat­ur­al weapon, which you can use to make unarmed strikes.
    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.
  • Cun­ning Arti­san. 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.
  • Hold Breath. You can hold your breath for up to 15 min­utes at a time.
  • Hunter’s Lore. You gain pro­fi­cien­cy with two of the fol­low­ing skills of your choice:
    Ani­mal Han­dling, Nature, Per­cep­tion, Stealth, and Sur­vival.
  • Nat­ur­al Armor. You have tough, scaly skin. When you aren’t wear­ing armor, your AC is
    13 + your Dex­ter­i­ty mod­i­fi­er. You can use your nat­ur­al armor to deter­mine your AC if the armor you wear would leave you with a low­er AC. A shield­’s ben­e­fits apply as nor­mal
    while you use your nat­ur­al armor.
  • Hun­gry Jaws. In bat­tle, you can throw your­self into a vicious feed­ing fren­zy. As a bonus action, you can make a spe­cial attack with your bite. If the attack hits, it deals its nor­mal dam­age, and you gain tem­po­rary hit points (min­i­mum of 1) equal to your Con­sti­tu­tion mod­i­fi­er, and you can’t use this trait again until you fin­ish a short or long rest.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Cro­co and one oth­er lan­guage that you want.
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