Drimok
Ability Modifiers +4 Con, +2 Wis, -2 Dex, -2 Cha
Hit Points 6
Size and Type
Drimoki are Medium monstrous humanoids with the aquatic subtype.Drimok Movement
Drimoki have a base speed of 25 feet and a swim speed of 15 feet. As a move action, a drimok can morph its pseudopod into a fin-like tail, granting it a base land speed of 15 feet and a swim speed of 35 feet instead until they morph it back as a move action.Amphibious
Drimoki can breathe both water and air, and have the Amphibious universal trait.Deep-Sea Vision
Drimoki have Low-Light Vision and Darkvision to a range of 60 feet.Depth and Cold-Inured
A baraci is immune to the dangers of extreme depths and treats severe cold as cold and extreme cold as severe cold.Fire Resistance
Drimoki have resistance 5 to fire.Heat Shell
As a standard action, a drimoki can superheat their own body and iron shell for 1 minute, causing it to give off extreme amounts of heat and damaging any creature that makes physical contact with them. A creature that hits the drimoki with a natural weapon such as a bite attack during this time must make a Fortitude save against a DC equal to 10 + half the drimoki's level + the drimoki's Constitution modifier. On a failure, the victim takes 2d4 fire damage, or half as much on a success. This damage increases by 1d4 at 3rd level and again at each odd level. Once the drimoki uses this, they cannot do so again until they take a 10 minute rest to regain Stamina points.Iron Plating
Drimoki have a tough plating coating their body and shell made from volcanic iron. As such, drimoki gain a +1 racial bonus to AC and Fortitude saves.Alternate Ability Adjustments
Some Drimoki fall outside of the norms for their race. These variations typically occur more the further from a vent the drimok lives, and they grant the listed ability score adjustments instead of the traditional +4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma presented above.Inventive
While most drimoki are more engaged in survival and the earning and conserving of heat, those in the capitol cities often have time to spare. As such, some tend to be far interested in research and invention. An inventive drimok's ability adjustments are +2 Constitution, +2 Intelligence, -2 Dexterity.Alternate Racial Traits
Some drimoki show strange mutations that are typically found within small clusters of them, as represented in the following traits.Spiny Hide
Some drimoki developed sharp, bristly hides that are dangerous to attackers. These drimoki are treated as having a bone spines biotech augmentation installed, though this does not take up a slot. At 1st level, the drimoki is treated as having the bristling bone spines augmentation, which increases to warding when the drimoki reaches 9th level, punishing at 13th level, and rebuking at 17th level. If the drimoki has their Heat Shell feature active, the attacker takes the damage from both the Spiny Hide and the Heat Shell when the drimoki uses its reaction to deal damage, even if the attacker used a melee weapon instead of a natural attack. This replaces Iron Plating.Shape Limbs
Some dromoki have more malleable bodies than others, and can shape their limbs into Natural Weapons that deal their choice of piercing or slashing damage as a move action. Such drimoki are less adept at shaping their pseudopods, and when morphing it into a fin-like tail, have a base land speed of 10 feet and a swim speed of 25 feet. This modifies Drimoki Movement.
Drimoki are gastropod-like creatures surrounded in a coat of scale-like protrusions made of volcanic iron.
Average Height
5-6 ft.
Average Weight
850-1250 lbs.
Age of Maturity
25 years
Maximum Age
450 + 3d% years
Playing This Race
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