Kriek

by Debonaircorsiar

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Kriek

Visual Characteristics

Skin Color Brown, Black, or Light Green
Hair Color None
Eye Color Black, Red, Orange
Distinctions Semi-Aquatic, Quadrupedal, Herbivore, Turtle-Like Appearence, Tough shell

Physical Characteristics

Height 7'0 +2d12
Weight 450lb x(2d4)

Sociocultural Characteristics

Homeworld Kriekaal
Language Kriekal

Biology and Appearance

The Krieks are a reptilian species, possessing a heavy, thick armored shell with which they are able to withdraw into for protection. Their necks are long and thin, but muscular enough to dig edible lichen out of the hard ground. While they usually walked on all fours, they are capable of bipedal movement and have retractable opposable digits on their foreclaws to manipulate tools. The Krieks sense of vision is very good, and extended into infrared.

Society and Culture

Kriek society is tribal in nature with each tribe being ruled by a patriarch known as a K'lar, who is adviced by a small council referred to as the Ken'Karra. Each tribe stakes out a claim of land as their territory, with some larger tribes having smaller, sub-tribes. The Ken'Kali were warriors that guarded the lands of the tribes.

Their religion worshiped as pantheon of gods, with the primary gods being the Goddess Br'lai and the God T'Kor. Kulai were wandering shamans that traveled the wilderness between tribes hoping to communicate with the gods.

Names

Kriek names start as a short, two syllable names. Some notable Kriek will add additional syllables for their many feats and accomplishments.

Names: Taluk, Rodok, Telfo, AkLua, Amosus

Kriek Traits

As a Kriek, you have the following special Traits.

Ability Score. Your Constitution increases by 2, and your strength or wisdom increases by 1.

Age. Kriek are a long lived species, reaching adulthood by their late 20s and living until around 200 years.

Alignment. Krieks tribal society lends them to lean towards lawful alignments, however there are exceptions.

Size. Kriek, when bipedal, typically stand around 8ft tall, and with their heavy shells they weigh in at around 500lbs. Regardless of your position within this range, your size is Medium.

Speed. Your speed is 25ft.

Amphibious. You can breath air and water.

Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.

Darkvision. You have a keen eyesight, especially in the dark. 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.

Heat Resistance. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in it the perception skill.

Natural Shell. Due to your heavy shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Swim. You have a swim speed of 25ft.

Underdeveloped hands. Your primitive foreclaws make it hard for you to wield bigger weapons. You can't use heavy shields. Additionally you can't use martial weapons with the two handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak Galactic Basic, and Kriekal.

 

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