Majmun (Ma-Moon)

The Majmun are a race of intelligent apes created by the druids of the Greenwood. They were originally created to be protectors of the forest. They have evolved to become thier own species no longer solely thralls toi the druids.  

Majmun

The Majmun are a group of ape-like ancient beings of deep wisdom. They were created by druids to be keeprers of the Greenwood. Many of the Majmun have since moved out into the greater world of Tereste.
ability score increase: Wisdom +1
age: Middle Age 40 Years Maximum Age 75+2d20 Years
alignment: Usually Neutral or Chaotic, Generally Good.
Size: Medium
speed: 30ft
Languages: Common, Sylvan
sub races:




race features:
Natural Climbers: Has a climb speed of 25ft Woodland Keepers: Has advantage on survival checks in Forests, Can Cast speak with animals once after a long rest. This spell is considered a Supernatural ability.

Majmun Subraces

Oranji Majmun

The Oranji Majmun are a group of lanky red furred apes. They are considered the wisest of the Majmuns.   Ability Score: +1 Wisdom, +1 Strength   Racial Features   Long Arms: One-handed or Light weapons benefit from 5ft reach.   Ambidexterious Feet: Can wield Light weapons, potions, and scrolls using the feet. While using a scroll or piece of equipment in the feet you take a -3 Equipment Penalty. You can also use a bonus action to make an attack with a light weapon or make an unarmed attack with your feet.

Silver-Backed

The Silver-backed Majmun are extremely strong and large. Typically heavily armed and used as frontline troops by the Druids of the Greenwood.   Ability Scores: +1 Strength +1 Constitution   Racial Features   Powerful Build: Counts as large for carry wieght and encumberance.   Strong Arms: Can use Large weapons without penalty

Capuchin

The capuchin are intelligent, inquistive and curious. They tend to seek knowledge and enjoy performing magic tricks and creating music and poetry.   Ability Scores: +1 Intelligence +1 Dexterity   Racial features   Skilled: Choose Slieght of Hand, Arcana, History or Nature. This skill has the proficency bonus applied to it twice.   Expert Climbers: Can fight and perform skill checks while climbing without penalty. Modify Natural Climber Racial Trait by +10ft.  

Baboa

The Baboa are screeching and aggresive. They were thrown out by the druids because of thier competitiveness with the other Majmun. Ability Scores: +1 Strength +1 Dexterity   Racial Features   Ferocious Howl: The Baboa can screech violently to terrify thier opponents. Can cause all creatures within 30ft to become frightened on a failed wisdom save. The attack is considered a Charisma based Spell Save and is based off of 1/2 your total level in Caster Levels. The fear effect lasts for 1d4+1 rounds. Upon reaching 3rd level: the fear effect instead lasts for 1d6+2 Rounds. If it is failed by 5 or more they are paralyzed for the 1st round of the fear.   Fanged Bite: Can make an attack with your powerful fangs and jaw. This attack is considered an unarmed melee attack. it does 1d6 damage.

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