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RACE: Gargan

The origins of the Gargan race are shrouded in mystery. A race of reptilian humanoids, the Gargan organize themselves in tribes, mostly inhabiting territories around Tynard and the Atanaaq Peninsula. A sub-race of seafaring Gargan inhabit the Ilqarrain Islands. Gargan mix with northern grakthal tribes and humans, mostly civil towards both races to achieve their own ends. They tolerate the Callenthi but don’t consider themselves ruled by them, even though Callenthi could crush them in a heartbeat. A great fear of humans is that the Deorvold Grakthal and the Gargan will form an alliance and attempt to attack Cylestol. The Gargan have a large frontal cortex and are incredibly intelligent. Like their ancestors, they excel in deception, perception and insight, and will often try to talk or finagle their way out of a situation rather than fight their way out. However, if they are drawn into combat they have a few tricks at their disposal. A nasty bite, and a venemous saliva which can cause extreme illness in all races, including Callenthi. The Gargan’s closest allies are the grakthal, but in reality they do not think much of these “burrowing half-men”, only working with them to further their own interests.  

APPEARANCE

  The Gargan are a medium-sized lizard-like race of reptilian humanoids. They are typically about 5-6.2 ft tall (Take a base size of 4.9 and roll a D12, adding an inch for every point). Colouration varies widely among Gargan, some are green, some are black, blue, red, and mixtures of every colour under the sun.  

GARGAN TRIBES

Choose an affiliation with one of the following tribes:    

TYN:

Tynard and surrounding area  

ATAN:

Atanaaq Peninsula (Semi-seafaring)  

ILQ:

Ilqar Island (Seafaring Tribe)  

ARUH:

Tynard and surrounding area  

ESIN:

Atanaaq Peninsula (Semi-seafaring)  

KEPS:

Ilqar Island (Seafaring Tribe)  

VIRIS:

Tynard and surrounding area  

VERAK:

Atanaaq Peninsula (Semi-seafaring)  

XULAK:

Ilqar Island (Seafaring Tribe)

PLAYING A GARGAN PC

  Skills: Choose one from Perception, Deception or Insight.   Ability Score Adjustments: Dex +1, Wis +2   Predator’s Vision: You have long-range vision in detail (up to half a mile). As such, you have advantage on Perception checks involving sight.   Natural Armor: Your skin is protected by hard scales. When you do not wear armor your AC is 11 + your Dexterity modifier.   Claws: You have sharp claws that you can use as one-handed simple light finesse melee weapons dealing 1d4 slashing damage. You are proficient with this attack. (Note: Yes, you can dual-wield these).   Bite: You have a powerful bite attack that you can use as a melee attack action dealing 1d6 piercing damage, and if successful, and you have the Poisonous variant (see below), 1d8 poison damage (poison is only able to be used once per day). You are proficient with this attack. Your enemy must perform a constitution save, the DC being your attack roll, and if successful they take half poison damage. If unsuccessful they take full poison damage and are poisoned.   Speed: Your base walking speed is 30ft. You can also fly if you have the flying variant (see below).  

Poisonous Variant

Certain Gargan excrete a poisonous saliva which they impart with their bite attack. See Bite Attack above.  

Flying Variant

  Certain Gargan possess small wings and can fly short distances, str modifier times a day (minimum once). The distance you can fly is your (str modifier x 20) ft. You can use your reaction to slow yourself while falling and take no damage when you land. You can also spend one of your flight actions (str modifier x per day) to rise into the air and hover there, giving you advantage on attacks against non-flying creatures. You return to the ground at the end of your turn.

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