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Krake

  Like something dragged up from the sea, Krakes look almost like somebody took a man and placed him upon an octopus. They are soft-bodied creatures able to compress their forms to squeeze into all manner of places.

Krake

A Advanced, Tier 1 Race


Large Monstrositie

Subtype(s):

Speed: Standard 25ft, Swim 40ft, Climb 20ft.

Natural Armour: 8

Sences: Vision 120ft, Darkvison 120ft.

Ability Scores

+3 Total: +2 Str, +2 Con, -1 Cha

Natural Attack(s)

Tentacle

Standard Action | Melee Attack | 20ft. Range 2 Attacks | To Hit: 1d20+Str/Dex | On Hit: 1d4+Str Bludgeoning Damage | 2x Critical This may be used instead to grapple a target instead of damage them on either attack.

 

Steam Breath

Standard Action | Ranged Attack | 150ft. Range  1 Attack | To Hit: 1d20+Int/Wis | On Hit: 2d6+Con Steam Damage | 3x Critical Extinguishes fires | Has a 50ft. Range when used underwater.

 

Sonic Blast

Unlocked at Level 6

Standard Action | Ranged Attack | 250ft. Range 1 Attack | To Hit: 1d20+2+Int/Wis | On Hit: 2d4+Con Force Damage | 3x Critical Any creature hit by this attack must succeed a DC 12 Wisdom save or become confused; Causing them disadvantage on attacks and saving throws until the end of their turn. If they miss an attack in this confused state them must re-roll the attack again against a nearby ally or neutral.

 

Racial Proficiencies

Athletics, Intimidation, Stealth, Survival

Racial Languages

Krake, Kringle, Whalker, Common

Racial Features

Amphibious

You are able to breathe both air and water with equal measure. You must, however, keep yourself suitably hydrated; This can be achieved by covering or submerging yourself in water or exposing yourself to medium or heavier rains. Humid environments such as jungles may also allow you to stay hydrated at the DM's discretion. Failing to keep yourself hydrated will result in you receiving one point of exhaustion at the end of each day until rectified. Exhaustion caused by this cannot be reduced by resting until you have re-hydrated.  

Soft-Bodied

Your extraordinary body is able to squeeze and shape itself into a myriad of shapes and spaces. This, however, comes at the cost of being much more susceptible to damage. | As a bonus action, you may re-arrange your body into any shape that can fit into a 1 by 1-foot square (The size of your beak). Any worn equipment is discarded when using this ability, though as part of this action, you may slip in or out of any armour or clothing, so long as it is not enchanted in any way that prevents this. This ability can be used in conjunction with your movement to squeeze through tight spaces.  

Crushing Grasp

Your arms and tentacles hold a firm grip on any that wall into your grasp, making leaving their fate in the hands of your tentacles. | You have an advantage on all checks to maintain a grapple or restrain a target. You may have up to two targets restrained at any one time instead of one due to your tentacles, and it is only a bonus action to maintain restraint on a target. | Once reaching level 4 you may crush any target you have successfully restrained or maintained restraint on; Dealing 1d6+1+Str Bludgeoning Damage to them.  

Alternative Racial Features

The following features can be take in place of standard racial features.

 
 

Racial Feats

You may pick any one of the following racial feats in place of an ordinary feat upon reaching the appropriate level.

 
 

Racial Heritages

                   

Block Link: Krake [URS]

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