Quaggoth

Quaggoth Race
by Kekai Kotaki
Quaggoth are a great people with the strength of their ancestors, and the deep resolve and nobility of their proud race. They resemble bipedal bears, walking upright rather than on all fours, they hail from the colder climates, and for some of their kin, deep underground. They are people who put their trust in tribe over all others; to be considered tribe-mate by a quaggoth is the greatest honor a non-quaggoth can achieve in their society. While they are often viewed as brutish and aggressive due to their close semblance with the bears of the realm, they are a deeply spiritual and reserved people.
 

5e Racial Stats

 
  • Ability Score Racial Traits: Your Strength score increases by 2.
  • Type: Quaggoths are humanoids with the canine subtype.
  • Size: Quaggoths are medium.
  • Speed: Quaggoths have a base speed of 30 ft.
  • Languages: You can speak, read, and write Common and Canine.

Bite (1)

Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.

Fearless (1)

You have advantage on saving throws against being frightened.

Frost Born (1)

You’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, and gain advantage on checks relating to cold damage.

Hungry (x)

Due to your large size and bulk, you require double the normal amount of food a humanoid of your size would require. You otherwise suffer from starvation as normal for a humanoid.

Keen Smell (1)

Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Natural Armor (1)

You have thick hide and tough fur. 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.

Powerful Build (x)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  

Sub Races

Breeze Kissed

A breeze caller is one of the quaggoth kin. They have a deeper connection with the natural world, and are often viewed as chosen by the spirits by the other quaggoth.
  • Ability Score Racial Traits: One ability score of your choice, other than Strength, is increased by 1.
  • Hibernation (1): When you take a long rest, you regain all of your spent hit dice, rather than half.
  • Wind Caller (2): Your base walking speed is 40 ft. rather than 30 ft.

Cold Heart

A cold heart have been touched by the chill of winter. They are tougher than their kin, able to withstand attacks that their weaker kin would falter against.
  • Ability Score Racial Traits: One ability score of your choice, other than Strength, is increased by 1.
  • Ursine Blood (1): You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this ability a number of times equal to one-half of your Proficiency bonus; regaining spent uses after completing a long rest.
  • Wounded Fury (2): Whenever you are reduced to 0 hit points, you can make a free attack against the creature that reduced you to 0 hit points before you would be dropped to 0, assuming the triggering creature is in range of your attack. Once you use this trait, you cannot use it again until you complete a short or long rest.

Deep Born

Deep born have dwelled in The Depths for their entire life, acclimated to the darkest parts below the surface of the world, these beastly bears often must eat even the strangest of foods to sustain their existence, and are taken by the foul creature below as slaves, to be used as warriors in their armies, which often end in rebellion. Deep born are tough, and have learned to traverse the deep caverns not just from below, but from above.
  • Ability Score Racial Traits: One ability score of your choice, other than Strength, is increased by 1.
  • Clamber (2): You gain a climb speed equal to your walking speed; additionally, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, however, while climbing you must use all four limbs to climb.
  • Darkvision: Accustomed to life underground, 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 in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Death Eater (2): You have advantage on saving throws against the poisoned condition as well as disease, and you have resistance against poison damage.

Basic Information

Anatomy

Quaggoth are a broad-shouldered, long legged bipedal bear-race with massive hands that while bear-like are more akin to a humans. Their nature lends them towards a great bulk and shaggy fur with even the slenderest quaggoth being reliably strong. They often stand head-to-head with the giant-kin known as Goliaths, but are a bit stockier. Their thick shaggy fur can have a range of colors, although the most common colors are black and brown, often with a light tinge to the tips, or the chest. Most quaggoth have lighter fur giving them markings such as stripes of white fur on a black bear, giving the appearance of wings on the bears back fur, these marked bears are often revered and viewed as great shamans, holding a natural connection to the primal world.

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
12 years +1d6 years (13 - 18 years) +1d10 years (13 - 22 years) +2d8 years (15 - 28 years)

Young Middle Age Old Venerable Maximum Age
under 6 years 65 years 100 years 150 years 150 + 2d20 years

Civilization and Culture

Naming Traditions

Quaggoth are given cub names by their parents, often passed down from their elders, these names hold spiritual signifigance to each tribe. When a quaggoth comes of age, they earn a new name, either bestowed upon them by an elder or one they choose themselves. This name befits a deed undertaken during their rite of passage into adulthood, describes some honorable or prominent trait of the bearfolk in question, or honors an ancestor. Their tribe names are often taken from the tribes greatest aspect, and their purpose in life; such as Swiftshadow, or Strongfangs.   Male Names: Beorst, Cauldvyr, Cirdhan, Dorngal, Erlundt, Gurralt, Hrosvir, Lhod, Nodhr, Yrn   Female Names: Anga, Burli, Daegna, Durtta, Farla, Ingyrd, Johanna, Padhra, Sivaer, Tuli   Deed Names: Fireheart, Ironhide, Lightblade, Moondancer, Razorclaws, Runeskald, Shadowbane, Stonebones, Valgerdsdottir, Yellowfang
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 6' 8" +2d12" (6' 10" – 8' 8") 260lb. +3d12*7lb. (260 – 512lb.)
Male 6' 2" +2d12" (6' 4" – 8' 2") 210lb. +3d12*7lb. (210 – 462lb.)

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