Spelljammer Races The people of Wildspace.

Dracon The dracons are dragon-centaurs that have recently appeared on the fringes of the Known Spheres. They have heavy, gray four-legged bodies with broad, flat, elephantine feet and long tails. Their torsos and arms are human, although their sixfingered hands end in claws. Their heads are reptilian, with the horns and flanges of a dragon. Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective dracons are once the herd has made up its mind. A lone dracon is a freak. Most dracons cannot survive outside the family unit, and become sick and confused if denied access to the leadership of the eldest of their herd for extended periods of time. A dracon left by itself will try to find another dracon family to adopt it. If this is impossible, it will attempt to form a new herd, even including nondracons in its "family." Dracons use thin-bladed long swords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons. Dracons view humans, mind flayers, elves, and dwarves as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various nondracon races, particularly humans and demihumans, whom the dracons view as one race. Dracons hate the neogi but consider the beholders comical. Dracon families are huge, and there is good evidence that all dracons are members of one enormous kin-group. Dracons use these kinship structures to figure out which dracon should head any herd, particularly if two herds merge, and leadership is always yielded to the more senior bloodline. Every herd no matter how small has a shalla (cleric). The shalla is keeper of rituals, healer and advisor to the kaba (leader of a tribe). The dracons have a pantheon of gods. They have gods of war, fertility, storms, and the sea. Dracons believe that like them, their gods travel together in a huge herd, and that the dietic herd is led by the Ub-Kalla, or Full Leader. The Ub-Kalla is a god of leadership and wisdom and knows the correct course in every situation. Most dracon spellcasters are clerics. The dracon homeworld is dry, with grassy plains, desert, and shallow seas. Seasonal changes keep the herds moving across the landscape, preventing the dracons from establishing any large cities of their own. The exact location of their homeworld is not known to outsiders. Dracon Names A dracon's full name is his geneology, and they take great pride in memorizing this geneology as far back as they can, typically this can go back as far as 15 generations . When relating this it sounds something like "Out of Zirin by Drax ...", where Zirin was the mother, and Drax was the father, and goes on to list not only the dracon's given name but also year born and herd. Fortunately for everybody else, dracons also have a given name and it herd name, which others may address the dracon by. Male Names: Drax, Vorvax, Yrrast'rix, Kh'ziast. Female Names: Zirin, R'ruan, Khaz'zistahn, Eun. Herd Names: Distant Thunder, Sun Runners Dracon Traits Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Dracon age similarly to most and reach adulthood around age 16. On average, they live about 155 years. Alignment. Dracon are generally strongly lawful, feeling a strong commitment to family and herd. They are usually more good than evil, tending towards lawful good and lawful neutral. Size. Dracon generally range between 6-7½ feet tall and average around 700 pounds. Your size is Medium. Speed. Your base walking speed is 40 feet. Darkvision. Accustomed to dark nights on the plains, 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 darkness as if it were dim light. You can't discern color in the darkness, only shades of grey. Surefooted. Your four sturdy legs make you hard to knock down. You have advantage on any roll made to avoid being knocked prone or forcibly moved. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Dracon Weapon Training. You are proficient with longsword, rapier, and halberd. Thumb-claws. 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. Languages. You can speak, read, and write Common and Draconic, the former haltingly and with a thick accent. Your speech is often formal and ornately ceremonial. 1

Giff Giff are powerfully muscled, 9'-tall mercenaries. They have stocky, flat, cylindrical legs, barrel-shaped torsos, broad chests, humanoid arms and fingers, and heads like those of a hippopotamus. Giff skin is black, gray, or gold, and often covered with brightly colored tattoos. The giff live structured, organized lives centered on their obligations in a race-wide chain of command. They are proud of their strength and skill as warriors, and view all of life as pursuit of glory and rank. Their pride in their own strength makes them nervous around truly strong creatures (like giants), but they view most humans and demihumans as too fragile. Giff enjoy fighting. They will brawl for the sheer fun of it, battling all comers in a friendly test of strength, granting quarter to any who ask it. Giff view weapons as a sign that the battle is serious, however, and will fight to the death against anyone who draws a weapon on them. The Giff homeworld is the stuff of legend—as no living Giff has seen it. Some tales say that the homeworld was destroyed by the Giff, who were rescued by the Arcane. Others say that the Giff sold their planet and their lives to the Arcane in exchange for Spelljamming helms that most of them could not use. Still others say that the Giff homeworld is just beyond the range of one's ship, in a land where such warrior races are common, and the losers are exiled to the known worlds.They tell stories of a jungle world where weapon caches lie beneath every tree, and smoke powder flows like the milk and honey of some humans' vision of paradise. Giff platoons (the major form of societal organization) serve other spacefaring races. On board ship, the Giff have their own quarters, and will often request to bring on their own large weapons. They favor greek fire projectors and bombards for ground work, and will happily blaze away at opponents, regardless of the tactical situation. They wander from sphere to sphere, fighting in battles and conquering their employer's enemies, but they are at the mercy of their employers, as the giff cannot operate spelljamming helms. By nature, giff are nonmagical and almost never use magical or clerical spells. In fact, their nature is so non-magical that they cannot use spelljamming helms; even the series helms of the mind flayers have no effect on them. Suspicious of magic and magical devices. Giff use weapons of any sort, particularly favoring the flash, noise, and damage of firearms, and have large collections of various implements of destruction. An unarmed giff is equally dangerous and can head-butt for impressive damage. Giff often are surprised at the damage they inflict on demihumans and humans. A giff head-butt that can kill an unprepared human is a gentle tap when giff play among themselves. Giff Names: Giff names are blunt and uncomplicated, often originating in the Giff language. Male Names: Pomj, Dromb, Berst, Lewmur, Hurst, Ularn. Female Names: Ulyrn, Weelso, Hrusta, Beluarr, Yuralsha. Giff Traits Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2. Age. Giff are slightly shorter-lived than humans, reaching adulthood at around 15 and usually living to about 70. Alignment. A strict military upbringing leaves almost all Giff lawful neutral, although there are of course rare rebels. Size. Adult Giff are usually between 8 and 9 feet tall and weight as much as 1,000 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Antimagic Body. You cannot operate a spelljammer helm, and you have advantage on Wisdom saving throws against magic. Giff Firearm Training. You gain proficiency with pistols and muskets. Headbutt. Once per short or long rest, if you move 20 feet or more towards a creature and make an attack roll against it within 5 feet, you can make a headbutt as a bonus action dealing 1d12 bludgeoning damage plus half your level , rounded down, on a successful hit. Language. You can speak, read, and write Common and Giff. 2

Grommams Grommams are gorillalike creatures with strong shoulders, long arms (9' span), short legs, and padded grasping feet. Grommams have chocolate brown skin and short, rough, copper-red fur all over their bodies except on their faces, the palms of their hands, and the soles of their feet. Grommams are close-knit, highly religious, and organized; most are lawful good. A grommam family usually consists of one adult man, 1-2 adult women, and several children. One female generally cooks, cleans, and manages the children, while the other directs all household affairs such as finances, purchases, and dealings with other grommam families. They are generally peaceful, with their leadership made up of "director" females led by a demigod. (The grommam demigods openly live among the grommams, but adventure.) Unmarried males form the backbone of the military forces, and more than a few become adventurers. As the grommams make their homes in forests, they climb extremely well and some build treehouses, but most grommams are ground dwellers. They enjoy the same climates as humans. They have no trouble eating human food. Grommam spelljamming ships (usually purchased from humans) are decorated with bright colors and wild designs. Because grommams are so adept at climbing, they make heavy use of ropes and swing bars in their rigging. Grommams communicate by using gestures and finger-sign language. Body postures, facial expressions, and a variety of vocal hoots, screams, grunts, and calls add to the basic language, called "grommish" by other races. Grommams prefer to wear loose, brightly colored clothing, particularly short-sleeved kimonos. They are fond of belts, arm straps, and leg straps, to which they attach weapons and tools that are tied down. Grommam Names: Grommams names are, like grommish, largely nonverbal. However, for the sake of other races, they usually adopt short, simple human names when speaking other languages. Male Names: Joe, Kong, Igor, Charles, Elmer Female Names: Eva, Lola, Nonna, Trudy Grommams Traits Age. Grommams reach adulthood at around age 16, and on average live to be about 110 years old. Alignment. Highly religious and peaceful, grommams tend to be lawful good. Size. Grommams tend to be around five feet tall with nine foot armspans and usually weigh between 350-500 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet, and you have a climbing speed of 40 feet. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Languages. You can speak, read, and write Common and Grommish. Subrace. There are two subraces of grommams: pious grommams and warrior grommams. Although generally gendered, if you wish you may make a member of either subrace of any gender. Pious Grommams As a pious grommam, you have chosen to devote your time to learning about magic and the gods. Although generally women, there are pious grommams of any gender. Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1. Grommams Lore. You gain proficiency with two of the following skills of your choice: Religion, History, Arcana, Medicine, Insight. Demigod's Blessing. You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it. Warrior Grommams As a warrior grommam, you have chosen to devote your time to growing strong and nimble. Although usually men, there are warrior grommams of any gender. Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1. Warrior's Training. You gain proficiency with two of the following skills of your choice: Acrobatics, Athletics, Stealth, Intimidation, Sleight of Hand. Weapon Training. You gain proficiency in two martial weapons of your choice. 3

Hadozee Hadozee, or "deck apes," are tall, slender, tailless apelike humanoids. They are covered with brown hair, including a shaggy mane that surrounds their face. The hadozee mouth is a protruding muzzle with several long fangs. Hadozee have a broad flap of skin that runs from the creatures arms to its legs. This flap can be drawn tight by raising the arms, giving the hadozee a limited gliding ability. Hadozee are rude, reserving their coarse commentary only in the presence of elves and the hadozee's employers. When outside these controlling influences, however, they can utter a continuous stream of insults and derision, with tongues sharp enough to make the most seasoned spelljammer take notice. However, the hadozee are extremely diligent workers and are respected throughout the Known Spheres for their willingness to work as hard as is needed to get the job done. They do not shirk their responsibilities in combat, either, and most hadozee work both as crewmen and as mercenaries. Surprisingly, most Hadozee are quite easygoing, when one can get over their rough language. They are very difficult to insult themselves, and usually don't hold grudges for long. Hadozee prefer to join the crews of other nations. They are particularly fond of elves as employers. A group of young adult hadozee sign on with a single captain, training together and forming a traveling company of 20-30 individuals. Hadozee tend to be egalitarian in terms of gender, considering the thought of treating others differently for it ridiculous. The Hadozee have a number of gods, which are mostly venerated on their homeworld. Hadozee in wildspace tend to adopt local deities, whom they see as aspects of their own powers; most adventuring deck apes venerate powers of luck, skill, combat, and travel. The hadozee homeworld is temperate and warm, and has a climate like that of most human worlds. Hadozee generally wear no clothing (except in cold weather), as most clothing would interfere with their gliding membranes. They wear special caftans with slit sides on ceremonial occasions, or when in an unfamiliar port. Hadozee Names Hadozee names are usually short, often monosyllabic. They are not gendered. In contrast to these short names, clan names are often highly prosaic. Names: Tuk, Konn, Koto, Kuv, Tro Clan Names: Cloudjumper, Dawnchaser Hadozee Traits Ability Score Increase. Your Dexterity increases by 2, and your Constitution increases by 1. Age. Hadozee reach adulthood around age 23 and on average live to be about 110. Alignment. Hadozee, as a whole, tend to be neutral mercenaries. Exceptions are more commonly chaotic than lawful and more commonly good than evil. Size. Hadozee generally stand at an impressive 7 feet tall and weigh around 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 25 feet. Prehensile Feet. You can use your feet to make an object interaction even if both of your hands are occupied. You cannot use your feet to receive the benefits of a shield, provide somatic components for spells, or wield weapons. Glide. For every five feet you fall vertically, you can move up to 20 feet horizontally. You glide at a speed of 40 feet. You do not take fall damage when you land. You cannot use this feature in medium or heavy armor. Natural Acrobat. You gain proficiency in the Acrobatics skill. Language. The hadozee language sounds quite harsh, having a large number of hard consonants. Most hadozee are capable of spewing forth insults in almost any other language they have come in contact with. You can speak, read, and write Hadozee, Elvish, and Common. 4

Hurwaeti The hurwaeti, also known as wiggles, are an ancient reptilian race distantly related to both sahuagin and lizardfolk.. They are basically humanoid, with small, thick, olivegreen scales, long froglike legs, and webbed fingers and toes. Their gnomelike faces have large ears, pointed noses, and sharp bearded chins. They favor simple clothing—usually long, brightly colored loin cloths—and jewelery made from ceramics or shells. Hurwaeti prefer seafood but can eat anything humans can (plus a few things humans can't—or won't) Like their distant cousins, the lizard men and the sahuagin, hurwaeti reproduce by laying eggs. However, the male hurwaet scoops up the eggs as soon as they are laid and places them inside a special pouch in his abdomen, where the eggs incubate for about eight months before hatching. This habit usually makes it difficult for non-hurwaeti to tell the males from the females. Hurwaeti are greedy but nonaggressive. Nobody gets anything from a hurwaet for free, but the hurwaeti don't expect anything for free either. Hurwaeti tribes are made up of clans, each ruled by an elder. The senior clan head — usually the oldest and wealthiest — governs the tribe. All disputes within the tribe are settled by appealing to the tribal chief. When a chief dies, a new chief is chosen by election from among the clan elders. Young hurwaeti gain wealth and status by serving on their clan ships or by venturing forth independently. Hurwaeti usually crew other races' ships. Their own ships use series helms, as the hurwaeti have no mages or clerics. Most hurwaeti ships are salvaged derelicts, cast-off ships from another race restored and refitted for hurwaeti use. Some few ships are hurwaeti-built; these resemble those built by lizardfolk. The hurwaeti were once a great spacefaring race that had colonized many systems, spreading art, civilization, morality, and an philosophy favoring altruism and discipline throughout the spheres. But an ancient war broke up their empire and killed the brightest and most energetic individuals. The destruction stranded the hurwaeti colonists, leaving them to degenerate into the swamp and salt wiggles. The remaining spacefarers became impoverished wanderers, content to simply earn a living for themeselves and their tribes. Their greatest hatred is reserved for beholders, illithids, and neogi, probably because of the ancient war. A hurwaet will never surrender to a member of these races, preferring to fight until death. Hurwaeti Names Hurwaeti commonly adopt lizardfolk names, but they do have a few unique names of their own left over from the ancient days. Other races commonly perceive hurwaeti mens names to be feminine and vice versa, but the hurwaeti do not. Male Names: Aevia, Mitia, Uella, Vida Female Names: Aemin, Siert, Kuess, Oedo Hurwaeti Traits Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Hurwaeti mature faster than humans, but are far more long-lived. They reach adulthood around age 12 and can live up to 300 years. Alignment. Hurwaeti are generally self-interested, but they mostly tend to avoid outright evil. They are usually neutral, leaning more towards law than chaos. Size. Hurwaeti average between 6 and 7 feet tall, weighing between 190 and 230 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Leaper. Your frog-like legs make you a powerful jumper. Your long jump is up to 20 ft. and your high jump is up to 10 ft., with or without a running start. Fog Cloud. You can produce the effect of the spell fog cloud once per day. This is a natural process and is not affected by dispel magic , but it can still dispersed by strong winds. Multiple hurwaeti working together can produce enough oxygen to last a day in wildspace. Natural Armor. You have thick, smooth, glossy scales. 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. Language. The hurwaeti speak a slightly altered dialect of draconic, close enough to be understood by other draconic speakers and vice versa. You can speak, read, and write Draconic and Common. 5

Rastipedes Rastipedes are insectoid centaurs with eight walking limbs and a vaguely humanoid torso with two upper "arms," all covered in a chitinous exoskeleton. Their heads have two large compound eyes, a chitinous mandible, and a pair of long, whiplike antennae. Rastipedes are born from eggs, which are laid by a queen that reputedly lives deep within ground in a secluded cavern, wherever they creatures have nests. Rastipedes grow up with a strong sense of duty and responsibility to the nest and the community. AIl rastipedes are well taught in the literature of their own race, which is quite extensive, and mathematics. Some slothful rastipedes wish to escape from the rigid structure of the nest, and so they seek adventure where they can use their natural abilities to great effect. Many of them go on to become bards, taking advantage of their innate charisma. Rastipedes are inherently peaceful and avoid combat whenever possible. However, they are not cowardly and can (and do) use the full range of weapons usable by humans. Rastipedes are the penultimate traders of the Known Spheres. Only the Arcane are more willing to exchange valuable goods, but the rastipedes seem unconcerned with such niceties as uniform pricing and fair dealing. A spacefarer who makes a deal with a rastipede is advised to count his money, his crew, and his limbs. Rastipedes are not truly dishonest, however. They rarely renege on a bargain once struck, and as a rule they deliver their side of the bargain at the time and place specified. The problem is that the rastipedes delight in meeting the letter of the bargain, rather than the spirit. They are particularly fond of making a deal knowing that the other party is assuming something that is not true. They will sell you a lottery ticket with this week's winning numbers on it—but it will be last week's ticket. Rastipedes will buy and sell anything they think will be profitable, although most scrupulously obey smuggling and slave-trafficking laws. This propensity for hard bargaining has brought the rastipedes in contact with the Arcane. In fact, rastipedes are favored henchmen of these mysterious traders. Very often, characters who seek an Arcane find themselves dealing with a rastipede go-between. Rumors suggest a darker, more sinister connection between the two races, but there is no evidence to indicate that any such association exists. Rastipede Names Rastipedes earn names that are indicative of their productivity to the nest. Such names are more a matter of status. Rastipedes can also earn names due to important jobs they do such as forager or bloodspiller . To these names of status or positions all rastipedes carry the nest name, which seem to be used only when rastipedes meet other rastipedes from another nest. Names of Nests: Aphidgarden, Goldhill, Water Raiders Rastipede Traits Ability Score Increase. Your Charisma increases by 2, your Constitution increases by 1, and your Strength decreases by 1. Age: Rastipedes mature slowly, reaching adulthood at around age 25 and living up to 200 years. Alignment. Rastipedes are, traditionally, more devoted to order and the letter of the law than anything else, being almost exclusively lawful neutral. However, exceptions to this rule are also the most likely to break away from the nest and become adventurers. Size. Rastipedes are generally either slightly below or slightly above 4 feet tall, weighing in at around 250 pounds on average. Your size is Medium. Speed. Your base walking speed is 35 feet. Sensitive Antennae. You have advantage on any Perception or Investigation check made to sense or identify a smell. Spelljammer Mastery. When operating a Spelljammer Helm, your caster level is doubled for the purposes of Ship Rating. Darkvision. Accustomed to life in underground tunnels, 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 darkness as if it were dim light. You can't discern color in the darkness, only shades of grey. Chitinous Exoskeleton. 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. Languages. You can speak, read, and write Common, Rastipede, and one other language of your choice. 6

Scro The scro are a muscular humanoid race; they resemble orcs, but are larger, stronger, and more intelligent. They average 6' in height, with long, sharp teeth filed to a point and inscribed with various symbols and inset with tiny gems. Their skins vary in color from jet black to burnt orange, with various shades of grey, tan, and green in between. Their eyes have a phosphorescent glow which can be seen in dim light. The scro are a military-minded people, as much so as the giff. Their entire lives are oriented around the military hierarchy, with larger and more powerful scro at the highest levels. However, where the giff serve their military hierarchy to pursue glory and fame, the scro seek mayhem, destruction, and the devastation of their enemies. Scro society is codified in a rigid set of laws and customs laid down by the founder of scro society: Dukgash, the first Almighty Leader. The spartan life-style that this code permits is oriented toward improving the mind and body so that victory can be achieved. The scro trace their ancestry back to the orc tribes that fought and lost the Unhuman Wars. This ragtag band was led by a huge orc called Dukagsh, who appointed himself the first Almighty Leader. By orc standards, Dukagsh was a visionary. He recognized that the orcs lost the Unhuman Wars because of their one-dimensional ideas and outmoded tactics. Brutality for its own sake had gotten them nowhere. Dukagsh realized that the orcs needed to fight in an organized way, and that each soldier must realize his full potential. In the ensuing years, Dukagsh whipped his people into shape, making sure that they learned fighting, survival, and even culture. To make sure no one forgot who caused the orcs’ misfortune, each orc had to learn fluent elvish. Sometime, the orcs salvaged equipment from drifting space junk, the remains of human, elven, dwarven, and goblinoid ships from the Unhuman War battles. Occasionally they found books, and Dukagsh made his people read them. Before Dukagsh died, he declared that his people were on the path to success. The old ways were dead, he claimed, and a new race was born, a race that was more than any orc could ever be. He named them the scro. Scro spelljamming vessels are invariably warships. Their shipboard weapons are oriented for quickly grappling with enemy ships so that hand-to-hand combat can begin. Scro consider it to be especially glorious to kill an enemy with their teeth, and will often finish off wounded foes with a savage bite. While the scro are excellent strategists, and they do use ranged weapons, their preference for close combat often leads them to make costly heavy assaults rather than sniping attacks. Strangely, the scro are notably articulate. They prefer to begin combat by shouting long, literate insults against their opponents, to show that they hold their enemies in contempt. Currently, scro are rare among the Known Spheres. Their homeworld is not known, and contact with them has been sporadic, but usually violent. The scro led the other humanoids in the recent Second Unhuman War, and their goal seems to be nothing short of destroying all elves and conquering the Known Spheres, driving all groundling human, demi-human, and humanoid races out of wildspace for good. The war priests see this, not planetary conquest, as their holy mission. As for the races native to wildspace… well, the scro will need slave labor, and those pitiful races will do quite nicely. The scro are merely waiting for the right moment to strike. Scro Names Scro names tend to be mostly identical to orc names, with very minor variations. Many are named Dukagsh, after the first Almighty Leader. Scro Traits Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1. Age. Scro are longer-lived than their orcish ancestors, reaching adulthood at around age 12 and on average living to be about 85. Alignment. The scro are dedicated to the military hierarchy and law, rejecting the disorganized raiding of their ancestors. They are usually lawful evil. Size. Scro are larger than their ancestors, usually standing between 6 and 7 feet tall, usually weighing between 250 and 290 pounds. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Bite. Your sharp teeth, filed to a deadly point, are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Forward March. As a bonus action, you can move up to your speed towards an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Language. The scro speak a twisted, ancient version of orc. They also know elvish; this is so they can tell the elves who is destroying them when the time comes. You can speak, read, and write Orc, Elvish, and Common. 7

Xixchil Xixchil are six-limbed insectoid beings with body structures much like that of a praying mantis. Their forward limbs are long and hook-like, with sharp retractable blades, while their center pair of limbs are smaller, and are often fitted with delicate mechanical manipulators. The xixchil decorate themselves through surgical modification. A typical xixchil will have gems, jewels, and precious metals fitted to its exo-skeleton and formed into exquisite shapes, allowing each xixchil to be a nearly unique being. Xixchil evolved on a liveworld among many predators. Their modification ability enabled them to grow defensive weapons and camouflage. Aided by their unique metabolism, they poisoned and slashed their way to the top of the food chain. Since danger was ever-present in xixchil life, females spun egg cases containing 100 eggs. When they hatched, the young killed and ate each other until one or two individuals remained. After the first week of life, the infants’ homicidal tendencies faded, allowing the xixchil to achieve civilization. This inborn winnowing process still occurs today. The overriding xixchil philosophy is "survival of the fittest." Each individual is expected to improve itself through study and surgical modification. This philosophy extends to xixchil morality as well. An individual's allegiance is first to itself, then to its family, and finally to society. Xixchil adventurers will sometimes accord their party-mates the status of "family," but the xixchil are rarely willing to sacrifice themselves to help even then. Adventuring xixchil wander the universe, seeking ever more prestige through experience and discovering more and more utilitarian "treasures." The xixchil find as much beauty in an efficient killing machine as a dwarf does in a well-fashioned piece of jewelry. The xixchil talent for surgical adornment has found many applications among non-xixchil as well. These “adornments” have earned these surgeons a mixed reputation among their clients, for humanoid aesthetics mean nothing to the xixchil. They believe that form follows function, which has led to some really unhappy customers – for instance, the dwarf who wanted superhuman strength, so the xixchil surgeon modified him to use it. Who needs a head, the surgeon reasoned, except for use as a muscle anchor? Tales such as these have made many quietly fearful of the xixchil, and they are not entirely unwarranted. As an aside, this penchant for adornment also extends to lower animal and plant life. Blooming birds and winged kittens are common sale items. Xixchil spelljamming ships are prime examples of plant sculpture, sporting orchid-like blooms as gangways, exotic naturally-grown staterooms, and sail-like leaves. The introduction of these non-intelligent spacegoing beauties has caused consternation among the elves, since they rival the elven ships in quality but are easier to maintain. Xixchil Names Most xixchil who deal with humans are named after their first “modification.” These names are, of course, not gendered, and the xixchil do not believe in surnames. Names: Gem, Hook, Spinner, Spike, Scalpel, Rivet, Arm Xixchil Traits Ability Score Increase. Your Charisma score decreases by 2. Age. Xixchil reach adulthood at around age 16, and unadorned can live to be up to 200, though battle-hardened tend to live to be only about 100. Alignment. Their selfish attitude means good xixchil are nearly unheard of, but overall they are more commonly neutral than evil with no tendency towards law or chaos. Size. Xixchil usually stand between 5 and 7 feet tall, weighing between 140 and 180 pounds. Your size is Medium. Speed. Your base land speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Exoskeleton. When you aren't wearing armor or using a shield, your AC is 14 + your Dexterity modifier. You cannot wear armor, as your body shape is simply incompatible with humanoid armors. Mandible and Claw. Your hooked, bladed arms and sharp mandibles are both natural finesse weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, or piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Weak Arms. Your main set of arms is blade-like and lacks hands, essentially useless for anything but slashing. Your second, smaller set of arms is capable of delicate work like writing, lifting small objects, or needlework, but lacks raw strength. You cannot wield melee or two-handed weapons or use shields. Languages. The xixchil communicate among themselves with a complex language of both gestures and spoken words punctuated with sharp clicks of their mandibles. The xixchil mandibles are so complex that they can be used to form the words of humanoid speech. You can speak, read, and write Xixchil and Common. Subrace. The two main types of xixchil, unadorned and battle-hardened, are distinguished by the purposes of their surgical modifications. Choose one of these subraces. 8

Unadorned Xixchil Your modifications were mainly minor or decorative, such as jewelry, tattoos, or scalpels, leaving your fine motor control and internal organs intact, including those used to produce poison. Additionally, you have some training in surgery and the medical arts and you can create an enzyme that stabilizes those on the brink of death. Ability Score Increase. Your Dexterity score increases by 2. Natural Poison. If you have tasted a creatures blood, either by making a successful bite attack against it or licking it from your claws, you can synthesize a poison specific to that creature and apply it to either your mandibles or your claws as a bonus action. The next time you hit that creature with it before the end of your turn, it deals an extra 1d4 poison damage. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. Additionally, you can spend 10 minutes to create a creature-specific anesthetic. If applied within one minute of creation by way of either a bite attack or willing consumption of the anesthetic, the creature must make a DC 8 Constitution saving throw or fall unconscious for 10 hours. A willing creature, such as a patient, may choose to automatically fail this saving throw. You can only synthesize a poison or anesthetic once per short or long rest. Surgeon. You gain proficiency in the Medicine skill, and you know the spare the dying cantrip. Battle-Hardened Xixchil When a xixchil pursues a life of combat it purchases body modifications – special limbs in the form of maces, blowguns, swords, glaives, or other weapons. These xixchil graft rivets into their exoskeletons and surgically grow an extra set of "arms," in truth powerfully muscled stumps which weapons may be attached to, becoming killing machines at the cost of many of their "redundant" organs, such as those used to synthesize poison, and their fine motor control, which is generally dulled, though not lost entirely. Ability Score Increase. Your Strength score increases by 2. Weapon-Arms. You have two powerful arm stumps, which you can affix weapons or a shield to. During a short or long rest, you may attach two one-handed weapons, a one-handed weapon and a shield, or a two-handed weapon. You cannot be disarmed of these by anything short of the removal of your arm. Rivets. During a short or long rest, you may graft a suit of armor to your body by way of rivets in your exoskeleton. When you finish that rest, the armor you are wearing is grafted to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the grafted armor. Optimized Immune System. The organs you "need" have been enhanced, and those you don't removed. You can hold your breath for up to 15 minutes, and once per short or long rest you can give yourself advantage on a Constitution saving throw. Optional Feat If your DM allows the use of feats from chapter 6 of the Player's Handbook, your xixchil character has access to the following special feat. Xixchil Body Modification Prerequisite: Xixchil Taking advantage of your delicate hands and racial aptitude for body modification, you may perform a number of operations. Performing an operation takes one hour for every 50 GP it costs. Simple operations simply take time and gold, with no risk of injury, while complicated procedures carry the risk of permanent injury and guaranteed disfigurement. Whenever you perform a complicated procedure on a creature, that creature must make a DC 15 Constitution saving throw or roll for a lingering injury, rerolling results of 11-13. This save is made at disadvantage if the patient is not unconscious. Regardless of whether or not that creature passes or fails this save, it suffers the effects of the Horrible Scar lasting injury, as the results are never pretty. No creature may have more than one complicated procedure active at a time, and magic such as heal or regenerate will undo the procedure in addition to any lingering injuries it causes. Here are a few examples of simple and complicated procedures, though at your DM's discretion you may be able to perform various others. Simple Procedures Price (GP) Procedure 5 Piercing 50 Tattoo 200 Eye color change 300 Hair color change 1,250 Facial restructuring 1,400 Height increase (6 inches) 2,000 Height decrease (6 inches) 2,000 Gender affirming surgery Complicated Procedures Price (GP) Procedure 5,000 Darkvision 7,000 Natural weapon 9,000 Natural armor 15,000 Wings Darkvision. You gain disturbing, bloodshot eyes oddly similar to those of a dark elf or deep gnome, granting you darkvision of 120 feet. Wings. You gain wings, perhaps bat-like but for the color of the skin, perhaps patchily feathered, granting you a flight speed of 40 feet. 9