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Kerox

The Kerox are Rhinofolk; once scattered tribes through Gallus intent on war between themselves, until a single tribal chief learned the secrets to bonding with local animals, effectively weaponizing dire rhino and dire hippos and forcibly uniting the clans. Now, hundreds of years later, the Kerox are a military force to be respected on the continent of Gallus. While some families have moved beyond the warminded ways of their ancestors and integrated with Gallusian society at large, a large group of Kerox continue their exclusionary ways and have carved out a place in Gallus that they call the "Redhorn Empire". With an army of well trained warriors, and massive engines of war in their siege rhinos and hippos, they are a constant shadow over the hopeful peace of the lands. Though in present day there is a tense peace with the rest of Gallusian society, they regularly will make displays of power that some say tread the line of acceptable actions for those intent on keeping peace. Kerox are generally confident, powerful, and brash, looking for opportunities to go charging horn first into a problem.

Traits

  Age: Kerox mature faster than humans and are considered to have reached adulthood at 14 once they have completed the Rite of the Horn and typically live up to 80 years. Size: Kerox are taller and heavier than humans, standing between 7 and 8 feet tall. Kerox often weigh between 280 and 400 pounds. Your size is Medium.   Speed: Your movement speed is 30 ft.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Natural Armor: You have thick, leathery skin. When you aren't wearing armor, your AC is 11 + your Constitution 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.   Horn: Your horn in a natural melee weapon which you can use to make unarmed strikes. You are considered proficient with it and on a hit you deal piercing damage equal to 1d8 plus your Strength modifier.   Goring Rush: Immediately after taking the Dash action you may make an attack with your horn as a bonus action as long as the target of your attack is within range and you have moved at least 20 feet in a straight line.   Keen Hearing: You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sound.

Culture

Coming of Age Rites

At age 14 the Kerox have a ritual that welcomes the young into adulthood, though how the Rite of the Horn is conducted differs from place to place. Usually there is a test of combat, some form of a hunt, and then the reciting of the chiefs leading back to their first unifying chief (or a speech) before a large feast where their kill is served as the main course.

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