Wildling Type: Gru
"Madrik crawled forward through the dark, musty tunnel. He had heard about a rare batch of crystals located somewhere deep within the jungle that supposedly resonated with an as-yet-undiscovered energy formula. He had to get his hands on it if he was ever going to be taken seriously by the other researchers in Actum. The grant money alone... Suddenly, he heard a sound up ahead, like a wet towel slopping down onto stone. Pulling vision from a bug Redala had given him just before he left, the dark cave up ahead opened up to reveal a large, splendorous cavern full of orange-magenta crystals, two to three-story tall columns, and large, dark pools of water interspersed with bridges of stone.
It was very beautiful...except for the pale figure crawling out of the water, with tiny sets of crystals embedded in its skin glowing softly. A foreboding sense of dread followed by paralyzing fear suddenly fell over him when the creature opened its larger-than-expected mouth and out of that gaping void crawled another, smaller creature similar to the first, slopping onto the ground and getting up on its four webbed limbs. He could see them now, all crawling out of the lagoon, larger forms depositing more of the nightmare creatures. He had to get out of here. Redala was right. He should've hired a group of adventurers for this expedition. He must get out before one of those creatures noticed he was here. Beginning to write a formula using some stored flux, Madrik noticed that some of the creatures had stopped moving, and he was startled to realize that they were looking directly at him. Crystals beginning to crackle with electric charge, they began to move closer towards the tunnel where he was hiding.. "
The Gru are an amphibious Wildling species found deep within a set of caverns located within the jungles of the right fang of the Maw. Nearly blind from their time spent underground, sets of crystals resonating with magical energy have found themselves embedded within their skin. Though most likely savage, scant traces of culture seem to exist among certain individuals when observed over various lengths of time, with a few being reported to have exited the caves every so often to collect food and other materials out in the jungle. Could one of them have perhaps gained intelligence from a Wild Surge, or has the whole lot been secretly intelligent, hiding evidence of their sentience deep within those lagoons they call home?
Gameplay Traits
- Ability Score Increase.
- Creature Type. You are a Humanoid.
- Size. You are Small.
- Speed. Your walking speed is 25 feet.
- Languages. You can speak, read, and write Regional (a catch-all term for the region's main language, also known as Common) and one other language of your choice.
- Age.
- Alignment.
- Amphibious Nature. You are resistant to the Cold damage type. You also have a swimming speed equal to your walking speed. Additionally, you can hold your breath for up to 15 minutes when underwater.
- Trogolobite. You have Blindsight out to 15 feet, in addition to your normal senses. You can see invisible creatures and objects, and through fog or darkness (magical or nonmagical) within this range. If you pick up Blindsight from any other source, this vision increases by an additional 5 feet per instance.
- Large Mouth. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can open your mouth to a larger degree than most creatures, allowing one tiny creature or object no larger than 2.5 by 2.5 feet and 125 pounds to be stored within a special cavity reserved for carrying young. You can also have multiple objects stored within as long as the volume does not exceed 2.5 by 2.5 feet, and any creature inside can survive up to 15 minutes, after which time they begin to suffocate. If you have a tiny creature grappled, you can swallow them, ending the grapple. The swallowed target is blinded and restrained. Retrieving or allowing a creature to exit requires an action.
- Crystal Resonance. You can cast the Detect Magic spell with this trait. Starting at 3rd level, you can cast the Borrowed Knowledge spell with this trait, without requiring the material components. Starting at 5th level, you can also cast the Psionic Blast spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this template).
- Caveborn. You have sunlight sensitivity, causing you to have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
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