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.