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Korok

The Koroks are a race of shy, little wooden people whose bodies resemble trees, and whose faces are concealed by leaf masks. The masks they wear take on various shapes and colors based on types of leaves and have holes in them resembling eyes and a mouth, and occasionally a hole for their noses to fit through. Their bodies make a jingling sound whenever they move. Koroks are also able to fly short distances using propeller-like Deku Leaves.  

Signature Food and Drinks

Food

Korok Nutcake
Korok Tree Syrup

Drink

Milkweed Cider

Signature Weapons

Forest Dweller's Sword (longsword)
Forest Dweller's Spear (spear)
Forest Dweller's Bow
Forest Dweller's Shield

Basic Information

Biological Traits

Koroks can manifest leafy propellors on stems, allowing them to slowly fly about or hover in air.

Growth Rate & Stages

Koroks are fully grown by age 7 or 8.

Additional Information

Perception and Sensory Capabilities

Koroks have the ability to sense the feelings of plants.

Civilization and Culture

Major Language Groups and Dialects

Kokiri (spoken language), Kokiri (written language)

Historical Figures

A typical korok
Lifespan
Four or five centuries
Average Height
Varies from barely 3 ft. to just over 5 ft.
Average Physique
Varies from skinny to stout

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Korok

Ability Score Increase +2 Wis, +1 Cha
Size Small
Speed 25 ft.

Children of the Forest. Whenever you make a Wisdom (Nature) check related to the nature of plants or fungi, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Tree People. You have advantage on Dexterity (Stealth) checks when attempting to hide among plants and vegetation as long as you remain still and are not talking, moving, or taking actions.   Hover Leaf. As an action, you can manifest a leafy propeller on a stem that you can grab onto, granting you a flying speed of 10 feet for 1 minute. You must concentrate on maintaining your flight as though concentrating on a spell. If your concentration is interrupted or if you suffer fire damage, your flight immediately ends, and you begin falling uncontrollably and continue to fall until the fall ends.   Once you use this trait, you cannot use it again until you have completed a short or long rest.   Jangling Gait. You audibly jingle when you move. You have disadvantage on Dexterity (Stealth) checks that rely on moving silently.   Fire Aversion. You are vulnerable to fire damage.   Brew Elixir. With your innate knowledge of plants and minerals, you can create beneficial concoctions during downtime. You can create one healing potion or antitoxin per day. To create either, you must have access to at least 2 types of plants, vegetation, or minerals (a successful DC 10 Wisdom (Survival) check per hour yields these items), you must have access to an herbalism kit or alchemist kit, and you must have a container to hold the elixir.   If you spend at least 2 hours working, you can create a healing potion that restores hit points equaling 1d8 x your proficiency bonus modifier.   If you spend at least 8 hours working, you can create an antitoxin that, when administered, will grant advantage on a saving throws against a poison effect for 1 minute, including advantage on saving throws for ending the Poisoned condition.   Any potions or antitoxins you create expire after 12 hours.   Plant Empathy. You have a natural harmony with plants, and thus can get a vague idea of what they are feeling. You are conveyed feelings from plants such as: thirsty (if needing water), mad (about being stepped on), afraid (about being cut down), nervous (about herd of herbivores that recently arrived in the area), and similar general emotions. Additionally, you have advantage on any Charisma checks to influence plants.   Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: herbalism kit or alchemist kit.

Languages. You can speak, read, and write Kokiri and Common. Korok voices tend to be high-pitched and nasally.

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