Garuvak
Type
Humanoid/(Aquatic)
Ability Score Modifier
+2 Strength, +2 Constitution or Dexterity, -2 to Intelligence or Charisma
Size
medium
Speed
30ft, 50ft swim;
Language
Garuvak speak one regional language, Sisrian, and Undercommon. Garuvak with high Intelligence scores can select any language (excluding secret languages).
Co-Authored by Tribbles
Racial Traits:
- [3 RP] Vicious Jaws: Garuvak have jaws that crush with devastating force. They gain a natural bite attack (1d8). This bite causes bleed (1d6).
- [1 RP] Water Sense: Garuvak are able to detect minute changes and electrical signals in bodies of water. They gain blindsense 30ft. while in water, but only for creatures within the same body of water.
- [0 RP] Amphibious: Garuvak are amphibious creatures, and can breath underwater just as easily as they can above.
- [2 RP] Darkvision: Garuvak can see up to 60ft. in complete darkness.
- [2 RP] Natural Armor: Garuvak have tough, leathery skin. They gain a +1 natural armor bonus.
- [2 RP] Swim: Garuvak are very capable swimmers, gaining a swim speed of 50ft. and a +8 racial bonus to Swim checks.
- [2 RP] Blood Scent: A Garuvak can notice wounded creatures by scent in a 180-foot radius underwater. A creature under a bleed effect can be detected up to one mile away.
- [2 RP] Garuvak Ferocity: Once per day, when a Garuvak is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
- [-3 RP] Ampullae Sensitivity: Garuvak are carefully attuned to electrical energies. Whenever subjected to a spell that has the electricity descriptor, they must make a Will Save equal to the original DC of the spell or effect or become sickened for 1 hour and lose their Water Sense ability for that same duration. If a Garuvak suffers electricity damage, they must make a Fortitude Save equal to 10 + the damage dealt or be staggered until the end of their next turn.