Orang

The Orang are a collection of reptilian races who have banded together on southern Tanah Island. After being driven out southern Easlath by the Dragonborn, the Orang tend to be xenophobic, protecting their remaining lands with zeal.  

Before the Nightmare

The Orang occupied the western half of Easlath that was south of the Nenuial Sea, as well as most of Tanah Island. Independent of the Yllnor Elves, the Orang had discovered the ley lines and built temples on them to help harness their powers. Some historians now question the Yllnor narrative that has the Elves discovering the ley lines and wonder if they did not learn of the lines from the Orang. The Orang lived in relative peace with the dragonborn of the early Dovagol empire who occupied the eastern portion of southern Easlath. The Nightmare war changed everything.  

Forced Retreat

Like the other Waking forces on Easlath, the Orang fought against the Nightmare Gods and their servants. They faired better than the elves or dragonborn as they were well suited to the swamps and jungles of their home. The Nightmare elves found the terrain difficult. After the Goledhel freed Ngaazha, things changed. The Pale Beast was able to tempt many Orang to his cause, who then betrayed their waking brethren. With the help of the corrupted Orang, the Nightmare Elves began invaiding Orang settlements. Soon, like all the others, the Orang fled Easlath to their lands on Tanah Island. After the Nightmare War ended, the Orang were among the first to return to Easlath, but there they discovered their corrupted brethren were still present. What started as a resettlement effort, became a guerrilla war as the Orang tried to reclaim their temples from the corrupted. While fighting this guerrilla war, the dragonborn returned to their lands, again to find the corrupted Orang. They began a purge of the Easlath, pushing further and further west. The Dragonborn did not distinguish between the corrupted and the true Orang, killing all they encountered. Eventually the Orang were again forced to retreat from Easlath. There they consolidated their power just in case the dragonborn followed. To this day the Orang are bitter about the loss of their lands. Despite efforts by the Eldanor to broker some kind of concessions from Dovagol, the dragonborn refuse to allow the Orang back to their ancestral lands on Easlath.  

To Each Their Place

The Orang are comprised of four distinct races, the Kadal, the Penyu, the Ular and the Buaya. Each tend to fill a specific role among the Orang. The Kadal tend to be the leaders of the Orang, as well as cunning warriors. The Penyu tend to be druids or shamans, leading their people spiritually. The Ular are particularly good with magic, while the Buaya are able hunters and brutal combatants.  

Kadal

Sometimes called “lizardfolk” by outsiders, these Orang grow to be as tall as 7 feet. They have powerful jaws and tails. The Kadal use the stats for Lizardfolk in Volo’s Guide.  

Penyu

More robust than any other Orang, the Penyu resemble humanoid turtles with a thick bony shell that they can use as protection. Those slow and deliberate, Penyu are still dangerous. The Penyu use the Tortle stats from the Tortle Package.

Ular

These Orang are perhaps the most terrifying to other races, as they have no legs but instead have a long snake tale they use for locomotion, as well a snake like heads on long supple necks.  

Ability Score Increases:

Your Intelligence score increases by 1.

Age.

Ulnar mature a bit faster than humans, being considered adults at age 15, but can live for up to a century.

Alignment.

Ulnar tend to be instinctual creatures. They tend toward neutral alignments.

Size.

Ular stand about 6-7 feet when they are fully erect, though they can be over 15 long from nose to tail. They weigh between 300 and 350 pounds. Your size is medium.

Speed.

You have a walking speed of 30 and a swimming speed of 30.

Hold Breath.

You can hold your breath for up to 15 minutes at a time.

Forked Tongue.

You have advantage on Wisdom (perception) checks that rely on smell.

Languages:

You can read, write, and speak common and draconic.

Subrace:

There are two main subraces, the Sawa and the Krait. Chose one.  

Sawa

Larger than the krait, sawa tend to be more powerful.

Ability Score Increase.

Your Strength Score increases by 2.

Constrict:

When you chose to grapple an opponent, you can turn it into a constrict attack. On a successful grapple, you wrap your lower body around the creature, making it restrained. As a bonus action, you can deal bludgeoning damage equal to 1d6+your Strength modifier to the constricted target. Until the grapple ends, you cannot constrict another target.  

Krait

Thinner and more nimble than the sawa, krait produce a toxic poison they can deliver in a bite.

Ability Score Increase.

Your Dexterity Score increases by 2.

Venomous Fangs.

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1 + your Strength or Dexterity modifier, in addition to 1d4 poison damage. Once per short rest you can chose to ingect the target with venom as part of the attack. The creature must make a Constatution saving throw with a DC of 8 + your Constatution modifier+proficiency bonus. On a failed save the target is poisoned for 1 minute.

Poison immunity:

You are immune to poison and the poisoned condition.      

Buaya

The largest of the Orang, the buaya are similar to the kadal, save they have larger maws filled with sharp teeth. The most resemble crocodiles.  

Ability Score Increase.

Your Strength score increases by 2 and your wisdom by 1.

Age.

Buaya reach maturity around age 14 and can live to be 150 or more, if they make it to old age.

Alignment.

Most buaya are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive and prefer to leave other creatures to their own devices.

Size.

Buaya are bulkier and taller than humans and continue to grow as they age. Old Buaya can be close to 8 feet tall and weigh nearly 500 pounds. Most are between 6 and 7 feet and weight 300 pounds. Your size is Medium.

Speed.

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite.

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath.

You can hold your breath for up to 15 minutes at a time.

Hunter's Lore.

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor.

You have tough, scaly skin. 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.

Lock Jaw.

Buaya have powerful jaws that can lock into place. If you are successful in a bite attack, you can choose to attempt to grapple. If successful, you can attack your target on your next turn using any weapons you hold in your hand at disadvantage.

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