Grimalkin

The grimalk were once a people divided. There were grimalkin native to the Feywild and grimalkin native to teh Shadowfell. The two sides were locked in a war which, for grimalkin, meant an endless parade of usually harmless, often elaborate, and occasionally cruel pranks. as the war dragged on from decades to millenia, denizens of hte shadowfell and the Feywild conspired with one another for a way to be rid of these nuisances for good. Eventually an agreement was struck and the grimalkin were driven from the Shadowfell and the Feywild and a curse was laid over their race that only so many could gather in each of those realms at a time. Although annoyed at having to endure the consequences of forced relocation, the grimalkin were quite pleased with the dramatic extent of the reaction their warring had elicited in others.  

Fancy Felines

  In appearance, grimalkin are nearly indistinguishable from a large, bipedal house cat. They usually stand slightly below 3 feet tall and wight no more htan 30 pounds an dhave a tail about a third again of their size in length. When they lived in other realms, their coats weere more uniform but today, breeding between teh two groups has caused any number of fur aptterns to manifest. A grimalkin's eyes are usually green, purple, or golden.   Despite how eaily they can pass themselves off as house cats, grimalkin rarely do so unless it's part of a prank or gambit. When dealing with members of other races, grimalkin tend to wear an excessive amount of clothing and accessories, as if that were the proof necessary to show they are indeed a race of people and not an animal. Grimalkin fashion is considered garish and mismatched by most other races.  

Cat Caravans

  Grimalkin are widely mistrusted by other peoples and thus often live in their own itinerant communities. These communities can be as small as a couple of families in a few wagons to dozens of families in nearly a hundred wagons. Traveling from settlement to settlement a hundred wagons. Traveling from settlment to settlement, grimalkin take work as couriers, entertainers, and farmhands. They also make money grifting and practicing hedge magic.   When teh grimalkin were eexiled from the Feywild and Shadowfell, they brough with them the many strange customs that had developed in those alien places. Although they came together as one people, they had two distinct cultures based on their prior plane of origin.   After a few generations, these customs mingled and now would seem out of place even if they were to return to their distant homes. Most of theseidiosyncratic customs are based around death or self-expression. For example, during card games, they always deal a hand for the most recently deceased mutual acquaintancethey all share and they believe it is bad luck to dance and play a musical instrument simultaneously.  

Curiouser and Curiouser

  The grimalkin hae a legend that a particularly clever member of their own kind will one day discover a way to lift the curse limiting the number of their kind that can enter the Feywild and Shadowfell. this legend inspires some grimalkin to split away from their caravans to search for sources of magical power or curry favors from powerful qizards or interplanar beings.   Grimalkin are a curious people as a rule. They travel the world in caravans with their families, but occasionally find something in the world that captures their attention and decide that they can't leave it until they've discovered everything there is to know about it. Some grimalkin may even inadvertently become adventurerers as they wander too far from their traveling caravans and never find their way back again.  

Grimalkin Traits

  Catlike. You have advantage on ability checks made to trick others into believing you are just a house cat.   Claws. Because of your claws, you have a climbing sped of 25 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Darkvision. Accustomed to the perpetually twilit forests of the Feywild or the lightless skies of the Shadowfell, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness only shades of gray.   Miscievous Talent. You gain proficiency with one of the following skills of your choice: Acrobatics, Deception, Insight, Perception, or Stealth.   Steal Fortune. When a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can use your reaction to give that roll disadvantage. When you do, one ability check, attack roll, or saving throw of your choice that you make within the next minute gains advantage. Once you use this trait, you can't use it again until you finish a short or long rest.  
 
 

Basic Information

Growth Rate & Stages

Grimalkin are considered adults at age 6, elders by 28, and rarely live past 50 years of age. They rarely get ot 3 feet tall and weigh about 30 pounds.

Civilization and Culture

Major Language Groups and Dialects

Grimalkins can speak, read, and write Common. To others, the grimalkin dialect of Common sounds all the same, but to a grimalkin, the Feywild and Shadowfell dialects are almost completely seperate languages.
Speed:
25ft
Creature Type:
Humanoid
Creature Size:
Small

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