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Spelljammer Races

The people of Wildspace.


Dracon

T
he dracons are dragon-centaurs that have and goes on to list not only the dracon's given name but
recently appeared on the fringes of the also year born and herd. Fortunately for everybody else,
Known Spheres. They have heavy,
gray four- dracons also have a given name and it herd name, which
legged bodies with broad, flat, elephantine others may address the dracon by.
feet and long tails. Their torsos and arms are Male Names: Drax, Vorvax, Yrrast'rix, Kh'ziast.
human, although their sixfingered
hands end Female Names: Zirin, R'ruan, Khaz'zistahn, Eun.
in claws. Their heads are reptilian, with the Herd Names: Distant Thunder, Sun Runners
horns and flanges of a dragon.
Dracons are herd creatures, and their lives are Dracon Traits
comprised of a series of formal rituals designed to allow Ability Score Increase. Your Strength score increases by
them to interact
with the herd with no dissension. To 2, and your Wisdom score increases by 1.
humans, dracon formality is seen as weak and snobbish; Age. Dracon age similarly to most and reach adulthood
this is superficially supported
by the dracon's willingness to around age 16. On average, they live about 155 years.
flee or discuss a situation rather than fight. More than one Alignment. Dracon are generally strongly lawful, feeling
human has been surprised,
however, at how effective a strong commitment to family and herd. They are usually
dracons are once the herd has made up its mind. more good than evil, tending towards lawful good and
A lone dracon is a freak. Most dracons cannot survive lawful neutral.
outside the family unit, and become sick and confused if Size. Dracon generally range between 6-7½ feet tall and
denied
access to the leadership of the eldest of their herd average around 700 pounds. Your size is Medium.
for extended periods of time. A dracon left by itself will try Speed. Your base walking speed is 40 feet.
to find another
dracon family to adopt it. If this is Darkvision. Accustomed to dark nights on the plains,
impossible, it will attempt to form a new herd, even you have superior vision in dark and dim conditions. You
including nondracons in its "family." can see in dim light within 60 feet of you as if it were bright
Dracons use thin-bladed long swords in war. However, light and darkness as if it were dim light. You can't discern
many dracon contests are resolved through a complex form color in the darkness, only shades of grey.
of
wrestling that doubles as an effective unarmed fighting Surefooted. Your four sturdy legs make you hard to
form. Since their first contact with humans, the dracons knock down. You have advantage on any roll made to avoid
have adopted
many human weapons. being knocked prone or forcibly moved.
Dracons view humans, mind flayers, elves, and dwarves Powerful Build. You count as one size larger when
as "the deformed." They are polite and interested in determining your carrying capacity and the weight you can
nondracon
society but view any creature with fewer than push, drag, or lift.
six limbs as disadvantaged. They are not good at Dracon Weapon Training. You are proficient with
distinguishing between the
various nondracon races, longsword, rapier, and halberd.
particularly humans and demihumans, whom the dracons Thumb-claws. Your claws are natural weapons, which
view as one race. Dracons hate the neogi
but consider the you can use to make unarmed strikes. If you hit with them,
beholders comical. you deal slashing damage equal to 1d4+ your Strength
Dracon families are huge, and there is good evidence modifier, instead of the bludgeoning damage normal for an
that all dracons are members of one enormous kin-group. unarmed strike.
Dracons
use these kinship structures to figure out which Languages. You can speak, read, and write Common and
dracon should head any herd, particularly if two herds Draconic, the former haltingly and with a thick accent. Your
merge, and leadership
is always yielded to the more senior speech is often formal and ornately ceremonial.
bloodline.
Every herd no matter how small has a shalla (cleric). The
shalla is keeper of rituals, healer and advisor to the kaba
(leader of a tribe). The dracons have a pantheon of gods.
They have gods of war, fertility, storms, and the sea.
Dracons believe that like them, their gods travel together in
a huge herd, and that the dietic herd is led by the Ub-Kalla,
or Full Leader. The Ub-Kalla is a god of leadership and
wisdom and knows the correct course in every situation.
Most dracon spellcasters are clerics.
The dracon homeworld is dry, with grassy plains, desert,
and shallow seas. Seasonal changes keep the herds moving
across
the landscape, preventing the dracons from
establishing any large cities of their own. The exact
location of their homeworld is
not known to outsiders.

Dracon Names
A dracon's full name is his geneology, and they take great
pride in memorizing this geneology as far back as they can,
typically this can go back as far as 15 generations . When
relating this it sounds something like "Out of Zirin by Drax
...", where Zirin was the mother,
and Drax was the father,

1 PART 1 | DRACON
Giff

G
iff are powerfully muscled, 9'-tall
mercenaries. They have stocky, flat, Giff Names:
cylindrical legs, barrel-shaped torsos, broad Giff names are blunt and uncomplicated, often originating
chests,
humanoid arms and fingers, and in the Giff language.
heads like those of a hippopotamus. Giff skin Male Names: Pomj, Dromb, Berst, Lewmur, Hurst,
is black, gray, or gold, and often covered with Ularn.
brightly colored tattoos. Female Names: Ulyrn, Weelso, Hrusta, Beluarr,
The giff live structured, organized lives centered on their Yuralsha.
obligations in a race-wide chain of command. They are
proud of
their strength and skill as warriors, and view all of Giff Traits
life as pursuit of glory and rank. Their pride in their own
strength makes
them nervous around truly strong Ability Score Increase. Your Strength score increases by
creatures (like giants), but they view most humans and 2, your Constitution score increases by 1, and your
demihumans as too fragile. Intelligence score is reduced by 2.
Giff enjoy fighting. They will brawl for the sheer fun of it, Age. Giff are slightly shorter-lived than humans, reaching
battling all comers in a friendly test of strength, granting adulthood at around 15 and usually living to about 70.
quarter to any who ask it. Giff view weapons as a sign that Alignment. A strict military upbringing leaves almost all
the battle is serious, however, and will fight to the death Giff lawful neutral, although there are of course rare rebels.
against anyone
who draws a weapon on them. Size. Adult Giff are usually between 8 and 9 feet tall and
The Giff homeworld is the stuff of legend—as no living weight as much as 1,000 pounds. Your size is Medium.
Giff has seen it. Some tales say that the homeworld was Speed. Your base walking speed is 30 feet.
destroyed by the Giff, who were rescued by the Arcane. Powerful Build. You count as one size larger when
Others say that the Giff sold their planet and their lives to determining your carrying capacity and the weight you can
the Arcane in exchange for Spelljamming helms that most push, drag, or lift.
of them could not use. Still others say that the Giff Antimagic Body. You cannot operate a spelljammer
homeworld is just beyond the range of one's ship, in a land helm, and you have advantage on Wisdom saving throws
where such warrior races are common, and the losers are against magic.
exiled to the known worlds.They tell stories of a jungle Giff Firearm Training. You gain proficiency with pistols
world where weapon caches lie beneath every tree, and and muskets.
smoke powder flows like the milk and honey of some Headbutt. Once per short or long rest, if you move 20
humans' vision of paradise. feet or more towards a creature and make an attack roll
Giff platoons (the major form of societal organization) against it within 5 feet, you can make a headbutt as a bonus
serve other spacefaring races. On board ship, the Giff have action dealing 1d12 bludgeoning damage plus half your
their own quarters, and will often request to bring on their level , rounded down, on a successful hit.
own large weapons. They favor greek fire projectors and Language. You can speak, read, and write Common and
bombards for ground work, and will happily blaze away at Giff.
opponents, regardless of the tactical situation. They
wander from sphere to sphere,
fighting in battles and
conquering their employer's enemies, but they are at the
mercy of their employers, as the giff cannot
operate
spelljamming helms.
By nature, giff are nonmagical and almost never use
magical or clerical spells. In fact, their nature is so non-
magical that they
cannot use spelljamming helms;
even the
series helms of the mind flayers have no effect on them.
Suspicious of magic and magical devices.
Giff use
weapons of any sort, particularly favoring the flash, noise,
and damage of firearms, and have large collections of
various implements of destruction. An unarmed giff is
equally
dangerous and can head-butt for impressive
damage. Giff often are surprised at the damage they inflict
on demihumans and humans. A giff head-butt that can kill
an unprepared human is a gentle tap when giff play among
themselves.

PART 2 | GIFF 2
Grommams

G
rommams are gorillalike creatures with Grommams Traits
strong shoulders, long arms (9' span), short
legs, and padded grasping feet.
Grommams Age. Grommams reach adulthood at around age 16, and on
have chocolate brown skin and short, rough, average live to be about 110 years old.
copper-red fur all over their bodies except on Alignment. Highly religious and peaceful, grommams
their faces, the palms
of their hands, and the tend to be lawful good.
soles of their feet.
Grommams are close-knit, Size. Grommams tend to be around five feet tall with
highly religious, and organized; most are lawful good. A nine foot armspans and usually weigh between 350-500
grommam family usually consists of one adult man, 1-2 pounds. Your size is Medium.
adult women, and several children. One female generally Speed. Your base walking speed is 25 feet, and you have
cooks, cleans, and manages the children, while the other a climbing speed of 40 feet.
directs all household affairs such as finances, purchases, Long-Limbed. When you make a melee attack on your
and dealings with other grommam families. They are turn, your reach for it is 5 feet greater than normal.
generally peaceful, with their
leadership made up of Languages. You can speak, read, and write Common and
"director" females led by a demigod. (The grommam Grommish.
demigods openly live among the grommams, but Subrace. There are two subraces of grommams: pious
adventure.) Unmarried males form the backbone of the grommams and warrior grommams. Although generally
military forces, and more than a few become adventurers. gendered, if you wish you may make a member of either
As the grommams make their homes in forests, they subrace of any gender.
climb extremely well and some build treehouses, but most
grommams are ground dwellers. They enjoy the same Pious Grommams
climates as humans. They have no trouble eating
human As a pious grommam, you have chosen to devote your time
food. to learning about magic and the gods. Although generally
Grommam spelljamming ships (usually purchased from women, there are pious grommams of any gender.
humans) are decorated with bright colors and wild designs. Ability Score Increase. Your Wisdom score increases
Because
grommams are so adept at climbing, they make by 2, and your Intelligence score increases by 1.
heavy use of ropes and swing bars in their rigging. Grommams Lore. You gain proficiency with two of the
Grommams communicate by using gestures and finger- following skills of your choice: Religion, History, Arcana,
sign language. Body postures, facial expressions, and a Medicine, Insight.
variety of
vocal hoots, screams, grunts, and calls add to the Demigod's Blessing. You know one cantrip of your
basic language, called "grommish" by other races. choice from the cleric spell list. Wisdom is your
Grommams prefer to wear loose, brightly colored spellcasting ability for it.
clothing, particularly short-sleeved kimonos. They are fond
of belts, arm straps, and leg straps, to which they attach Warrior Grommams
weapons and tools that are tied down. As a warrior grommam, you have chosen to devote your
time to growing strong and nimble. Although usually men,
there are warrior grommams of any gender.
Grommam Names: Ability Score Increase. Your Dexterity score increases
Grommams names are, like grommish, largely nonverbal. by 2, and your Strength score increases by 1.
However, for the sake of other races, they usually adopt Warrior's Training. You gain proficiency with two of the
short, simple human names when speaking other following skills of your choice: Acrobatics, Athletics,
languages. Stealth, Intimidation, Sleight of Hand.
Male Names: Joe, Kong, Igor, Charles, Elmer Weapon Training. You gain proficiency in two martial
Female Names: Eva, Lola, Nonna, Trudy weapons of your choice.

3 PART 3 | GROMMAMS
Hadozee

H
adozee, or "deck apes," are tall, slender,
tailless apelike humanoids. They are Hadozee Names
covered with brown hair, including a
shaggy Hadozee names are usually short, often monosyllabic. They
mane that surrounds their face. The are not gendered. In contrast to these short names, clan
hadozee mouth is a protruding muzzle with names are often highly prosaic.
several long fangs.
Hadozee have a broad Names: Tuk, Konn, Koto, Kuv, Tro
flap of skin that runs from the creatures Clan Names: Cloudjumper, Dawnchaser
arms to its legs. This flap can be drawn tight by raising the
arms, giving the hadozee a limited gliding ability. Hadozee Traits
Hadozee are rude, reserving their coarse commentary
only in the presence of elves and the hadozee's employers. Ability Score Increase. Your Dexterity increases by 2, and
When
outside these controlling influences, however, they your Constitution increases by 1.
can utter a continuous stream of insults and derision, with Age. Hadozee reach adulthood around age 23 and on
tongues sharp
enough to make the most seasoned average live to be about 110.
spelljammer take notice. However, the hadozee are Alignment. Hadozee, as a whole, tend to be neutral
extremely diligent workers and are respected throughout mercenaries. Exceptions are more commonly chaotic than
the Known Spheres for their
willingness to work as hard as lawful and more commonly good than evil.
is needed to get the job done. They do not shirk their Size. Hadozee generally stand at an impressive 7 feet
responsibilities in combat, either, and
most hadozee work tall and weigh around 200 pounds. Your size is Medium.
both as crewmen and as mercenaries. Surprisingly, most Speed. Your base walking speed is 30 feet, and you have
Hadozee are quite easygoing, when one can get over their a climbing speed of 25 feet.
rough language. They are very difficult to insult themselves, Prehensile Feet. You can use your feet to make an
and usually don't hold grudges for long. object interaction even if both of your hands are occupied.
Hadozee prefer to join the crews of other nations. They You cannot use your feet to receive the benefits of a shield,
are particularly fond of elves as employers. A group of provide somatic components for spells, or wield weapons.
young adult
hadozee sign on with a single captain, training Glide. For every five feet you fall vertically, you can move
together and forming a traveling company of 20-30 up to 20 feet horizontally. You glide at a speed of 40 feet.
individuals. Hadozee tend to be egalitarian in terms of You do not take fall damage when you land. You cannot use
gender, considering the thought of treating others this feature in medium or heavy armor.
differently for it ridiculous. Natural Acrobat. You gain proficiency in the Acrobatics
The Hadozee have a number of gods, which are mostly skill.
venerated on their homeworld. Hadozee in wildspace tend Language. The hadozee language sounds quite harsh,
to adopt local deities, whom they see as aspects of their having a large number of hard consonants. Most hadozee
own powers; most adventuring deck apes venerate powers are capable of spewing forth insults in almost any other
of luck, skill, combat, and travel. language they have come in contact with. You can speak,
The hadozee homeworld is temperate and warm, and read, and write Hadozee, Elvish, and Common.
has a climate like that of most human worlds. Hadozee
generally
wear no clothing (except in cold weather), as
most clothing would interfere with their gliding
membranes. They wear special
caftans with slit sides on
ceremonial occasions, or when in an unfamiliar port.

PART 4 | HADOZEE 4
Hurwaeti

T
he hurwaeti, also known as wiggles, are an Hurwaeti Traits
ancient reptilian race distantly related to
both sahuagin and lizardfolk.. They are Ability Score Increase. Your Dexterity score increases by
basically humanoid, with small, thick, 2, and your Wisdom score increases by 1.
olivegreen
scales, long froglike legs, and Age. Hurwaeti mature faster than humans, but are far
webbed fingers and toes. Their gnomelike more long-lived. They reach adulthood around age 12 and
faces have large ears, pointed noses, and can live up to 300 years.
sharp
bearded chins. They favor simple clothing—usually Alignment. Hurwaeti are generally self-interested, but
long, brightly colored loin cloths—and jewelery made from they mostly tend to avoid outright evil. They are usually
ceramics or shells. neutral, leaning more towards law than chaos.
Hurwaeti prefer seafood but can eat anything humans Size. Hurwaeti average between 6 and 7 feet tall,
can (plus a few things humans can't—or won't) weighing between 190 and 230 pounds. Your size is
Like their distant cousins, the lizard men and the Medium.
sahuagin, hurwaeti reproduce by laying eggs. However, the Speed. Your base walking speed is 30 feet.
male hurwaet scoops up the eggs as soon as they are laid Natural Leaper. Your frog-like legs make you a powerful
and places them inside a special pouch in his abdomen, jumper. Your long jump is up to 20 ft. and your high jump is
where the eggs incubate for about eight months before up to 10 ft., with or without a running start.
hatching. This habit usually makes it difficult for non- Fog Cloud. You can produce the effect of the spell fog
hurwaeti to tell the males from the females. cloud once per day. This is a natural process and is not
Hurwaeti are greedy but nonaggressive. Nobody gets affected by dispel magic , but it can still dispersed by strong
anything from a hurwaet for free, but the hurwaeti don't winds. Multiple hurwaeti working together can produce
expect
anything for free either. enough oxygen to last a day in wildspace.
Hurwaeti tribes are made up of clans, each ruled by an Natural Armor. You have thick, smooth, glossy scales.
elder. The senior clan head — usually the oldest and When you aren't wearing armor, your AC is 13 + your
wealthiest — governs the tribe. All disputes within the tribe Dexterity modifier. You can use your natural armor to
are settled by appealing to the tribal chief. When a chief determine your AC if the armor you wear would leave you
dies, a new chief is chosen by election from among the clan with a lower AC. A shield's benefits apply as normal while
elders. Young hurwaeti gain wealth and status by serving you use your natural armor.
on their clan ships or by venturing forth independently. Language. The hurwaeti speak a slightly altered dialect
Hurwaeti usually crew other races' ships. Their own of draconic, close enough to be understood by other
ships use series helms, as the hurwaeti have no mages or draconic speakers and vice versa. You can speak, read, and
clerics. Most
hurwaeti ships are salvaged derelicts, cast-off write Draconic and Common.
ships from another race restored and refitted for hurwaeti
use. Some few ships
are hurwaeti-built; these resemble
those built by lizardfolk.
The hurwaeti were once a great spacefaring race that
had colonized many systems, spreading art, civilization,
morality, and an philosophy favoring altruism and
discipline throughout the spheres. But an ancient war
broke up their empire and killed the brightest and most
energetic individuals. The destruction stranded the
hurwaeti colonists, leaving them to degenerate into the
swamp and salt wiggles. The remaining spacefarers
became impoverished wanderers, content to simply earn a
living for themeselves and their tribes.
Their greatest hatred is reserved for beholders, illithids,
and neogi, probably because of the ancient war. A hurwaet
will never surrender to a member of these races, preferring
to fight until death.

Hurwaeti Names
Hurwaeti commonly adopt lizardfolk names, but they do
have a few unique names of their own left over from the
ancient days. Other races commonly perceive hurwaeti
mens names to be feminine and vice versa, but the
hurwaeti do not.
Male Names: Aevia, Mitia, Uella, Vida
Female Names: Aemin, Siert, Kuess, Oedo

5 PART 5 | HURWAETI
Rastipedes

R
astipedes are insectoid centaurs with eight Rastipede Traits
walking limbs and a vaguely humanoid torso
with two upper "arms," all
covered in a Ability Score Increase. Your Charisma increases by 2,
chitinous exoskeleton. Their heads have two your Constitution increases by 1, and your Strength
large compound eyes, a chitinous mandible, decreases by 1.
and a pair of long,
whiplike antennae. Age: Rastipedes mature slowly, reaching adulthood at
Rastipedes are born from eggs, which are around age 25 and living up to 200 years.
laid by a queen that reputedly lives deep within ground in a Alignment. Rastipedes are, traditionally, more devoted
secluded cavern, wherever they creatures have nests. to order and the letter of the law than anything else, being
Rastipedes grow up with a strong sense of duty and almost exclusively lawful neutral. However, exceptions to
responsibility to the nest and the community. AIl rastipedes this rule are also the most likely to break away from the
are well taught in the literature of their own race, which is nest and become adventurers.
quite extensive, and mathematics. Some slothful rastipedes Size. Rastipedes are generally either slightly below or
wish to escape from the rigid structure of the nest, and so slightly above 4 feet tall, weighing in at around 250 pounds
they seek adventure where they can use their natural on average. Your size is Medium.
abilities to great effect. Many of them go on to become Speed. Your base walking speed is 35 feet.
bards, taking advantage of their innate charisma. Sensitive Antennae. You have advantage on any
Rastipedes are inherently peaceful and avoid combat Perception or Investigation check made to sense or identify
whenever possible. However, they are not cowardly and can a smell.
(and do) use the full range of weapons usable by humans. Spelljammer Mastery. When operating a Spelljammer
Rastipedes are the penultimate traders of the Known Helm, your caster level is doubled for the purposes of Ship
Spheres. Only the Arcane are more willing to exchange Rating.
valuable
goods, but the rastipedes seem unconcerned with Darkvision. Accustomed to life in underground tunnels,
such niceties as uniform pricing and fair dealing. A you have superior vision in dark and dim conditions. You
spacefarer who makes a
deal with a rastipede is advised to can see in dim light within 60 feet of you as if it were bright
count his money, his crew, and his limbs. light and darkness as if it were dim light. You can't discern
Rastipedes are not truly dishonest, however. They rarely color in the darkness, only shades of grey.
renege on a bargain once struck, and as a rule they deliver Chitinous Exoskeleton. When you aren't wearing armor,
their
side of the bargain at the time and place specified. your AC is 13 + your Dexterity modifier. You can use your
The problem is that the rastipedes delight in meeting the natural armor to determine your AC if the armor you wear
letter of the
bargain, rather than the spirit. They are would leave you with a lower AC. A shield's benefits apply
particularly fond of making a deal knowing that the other as normal while you use your natural armor.
party is assuming
something that is not true. They will sell Languages. You can speak, read, and write Common,
you a lottery ticket with this week's winning numbers on it Rastipede, and one other language of your choice.
—but it will be last week's
ticket. Rastipedes will buy and
sell anything they think will be profitable, although most
scrupulously obey smuggling and
slave-trafficking laws.
This propensity for hard bargaining has brought the
rastipedes in contact with the Arcane. In fact, rastipedes
are favored
henchmen of these mysterious traders. Very
often, characters who seek an Arcane find themselves
dealing with a rastipede
go-between. Rumors suggest a
darker, more sinister connection between the two races,
but there is no evidence to indicate that any such
association exists.

Rastipede Names
Rastipedes earn names that are indicative of their
productivity to the nest. Such names are more a matter of
status. Rastipedes can also earn names due to important
jobs they do such as forager or bloodspiller . To these
names of status or positions all rastipedes carry the nest
name, which seem to be used only when rastipedes meet
other rastipedes from another nest.
Names of Nests: Aphidgarden, Goldhill, Water Raiders

PART 6 | RASTIPEDE 6
Scro

T
he scro are a muscular humanoid race; they races out of wildspace for good. The war priests see this,
resemble orcs, but are larger, stronger, and not planetary conquest, as their holy mission. As for the
more intelligent. They average 6'
in height, races native to wildspace… well, the scro will need slave
with long, sharp teeth filed to a point and labor, and those pitiful races will do quite nicely. The scro
inscribed with various symbols and inset are merely waiting for the right moment to strike.
with tiny gems. Their
skins vary in color
from jet black to burnt orange, with various
shades of grey, tan, and green in between. Their eyes have a Scro Names
phosphorescent glow which can be seen in dim light. Scro names tend to be mostly identical to orc names, with
The scro are a military-minded people, as much so as the very minor variations. Many are named Dukagsh, after the
giff. Their entire lives are oriented around the military first Almighty Leader.
hierarchy,
with larger and more powerful scro at the
highest levels. However, where the giff serve their military Scro Traits
hierarchy to pursue
glory and fame, the scro seek mayhem,
destruction, and the devastation of their enemies.
Scro Ability Score Increase. Your Strength score increases by
society is codified in a rigid set of laws and customs laid 2, and your Intelligence score increases by 1.
down by the founder of scro society:
Dukgash, the first Age. Scro are longer-lived than their orcish ancestors,
Almighty Leader. The spartan life-style that this code reaching adulthood at around age 12 and on average living
permits is oriented toward improving the mind and
body so to be about 85.
that victory can be achieved. Alignment. The scro are dedicated to the military
The scro trace their ancestry back to the orc tribes that hierarchy and law, rejecting the disorganized raiding of
fought and lost the Unhuman Wars. This ragtag band was their ancestors. They are usually lawful evil.
led by a huge orc called Dukagsh, who appointed himself Size. Scro are larger than their ancestors, usually
the first Almighty Leader. standing between 6 and 7 feet tall, usually weighing
By orc standards, Dukagsh was a visionary. He between 250 and 290 pounds.
recognized that the orcs lost the Unhuman Wars because Speed. Your base walking speed is 30 feet.
of their one-dimensional ideas and outmoded tactics. Darkvision. You can see in dim light within 60 feet of
Brutality for its own sake had gotten them nowhere. you as if it were bright light, and darkness as if it were dim
Dukagsh realized that the orcs needed to fight in an light. You can't discern color in darkness, only shades of
organized way, and that each soldier must realize his full grey.
potential.
In the ensuing years, Dukagsh whipped his Bite. Your sharp teeth, filed to a deadly point, are a
people into shape, making sure that they learned fighting, natural weapon, which you can use to make unarmed
survival, and even culture. To make sure no one forgot who strikes. If you hit with them, you deal piercing damage
caused the orcs’ misfortune, each orc had to learn fluent equal to 1d4+ your Strength modifier, instead of the
elvish.
Sometime, the orcs salvaged equipment from bludgeoning damage normal for an unarmed strike.
drifting space junk, the remains of human, elven, dwarven, Powerful Build. You count as one size larger when
and goblinoid ships from the Unhuman War battles. determining your carrying capacity and the weight you can
Occasionally they found books, and Dukagsh made his push, drag, or lift.
people read them. Forward March. As a bonus action, you can move up to
Before Dukagsh died, he declared that his people were your speed towards an enemy of your choice that you can
on the path to success. The old ways were dead, he see or hear. You must end this move closer to the enemy
claimed, and a new race was born, a race that was more than you started.
than any orc could ever be. He named them the scro. Language.
The scro speak a twisted, ancient version of
Scro spelljamming vessels are invariably warships. Their orc. They also know elvish; this is so they can tell the elves
shipboard weapons are oriented for quickly grappling with who is destroying them when the time comes. You can
enemy
ships so that hand-to-hand combat can begin. Scro speak, read, and write Orc, Elvish, and Common.
consider it to be
especially glorious to kill an enemy with
their teeth, and will often finish off wounded foes with a
savage bite. While the scro are excellent strategists, and
they do use ranged weapons, their preference for close
combat often leads them to make costly heavy assaults
rather than
sniping attacks. Strangely, the scro are notably
articulate. They prefer to begin combat by shouting long,
literate insults against their opponents, to show that they
hold their enemies in contempt.
Currently, scro are rare among the Known Spheres.
Their homeworld is not known, and contact with them has
been
sporadic, but usually violent.
The scro led the other humanoids in the recent Second
Unhuman War, and their goal seems to
be nothing short of
destroying all elves and conquering the Known Spheres,
driving all groundling human, demi-human, and humanoid

7 PART 7 | SCRO
Xixchil

X
ixchil are six-limbed insectoid beings Xixchil Traits
with body structures much like that of
a praying mantis. Their forward limbs Ability Score Increase. Your Charisma score decreases by
are long
and hook-like, with sharp 2.
retractable blades, while their center Age. Xixchil reach adulthood at around age 16, and
pair of limbs are smaller, and are often unadorned can live to be up to 200, though battle-hardened
fitted with delicate
mechanical tend to live to be only about 100.
manipulators.
The xixchil decorate themselves through Alignment. Their selfish attitude means good xixchil are
surgical modification. A typical xixchil will have gems, nearly unheard of, but overall they are more commonly
jewels, and precious metals fitted to its exo-skeleton and neutral than evil with no tendency towards law or chaos.
formed into exquisite shapes, allowing each xixchil to be a Size. Xixchil usually stand between 5 and 7 feet tall,
nearly unique being. weighing between 140 and 180 pounds. Your size is
Xixchil evolved on a liveworld among many predators. Medium.
Their modification ability enabled them to grow defensive Speed. Your base land speed is 30 feet.
weapons and camouflage. Aided by their unique Darkvision. You can see in dim light within 60 feet of
metabolism, they poisoned and slashed their way to the top you as if it were bright light, and darkness as if it were dim
of the food chain.
Since danger was ever-present in xixchil light. You can't discern color in darkness, only shades of
life, females spun egg cases containing 100 eggs. When grey.
they hatched, the young killed and ate each other until one Exoskeleton. When you aren't wearing armor or using a
or two individuals remained. After the first week of life, the shield, your AC is 14 + your Dexterity modifier. You cannot
infants’ homicidal tendencies faded, allowing the xixchil to wear armor, as your body shape is simply incompatible
achieve civilization.
This inborn winnowing process still with humanoid armors.
occurs today. The overriding xixchil philosophy is "survival Mandible and Claw. Your hooked, bladed arms and
of the fittest." Each individual is expected to improve itself sharp mandibles are both natural finesse weapons, which
through study and
surgical modification. you can use to make an unarmed strike. If you hit with
This philosophy extends to xixchil morality as well. An them, you deal slashing damage equal to 1d6 + your
individual's allegiance is first to itself, then to its family, and Strength or Dexterity modifier, or piercing damage equal to
finally
to society. Xixchil adventurers will sometimes accord 1d4 + your Strength or Dexterity modifier, instead of the
their party-mates the status of "family," but the xixchil are bludgeoning damage normal for an unarmed strike.
rarely willing
to sacrifice themselves to help even then. Weak Arms. Your main set of arms is blade-like and
Adventuring xixchil wander the universe, seeking ever lacks hands, essentially useless for anything but slashing.
more prestige through experience and discovering more Your second, smaller set of arms is capable of delicate work
and more
utilitarian "treasures." The xixchil find
as much like writing, lifting small objects, or needlework, but lacks
beauty in an efficient killing machine as a dwarf does in a raw strength. You cannot wield melee or two-handed
well-fashioned piece of jewelry. weapons or use shields.
The xixchil talent for surgical adornment has found Languages. The xixchil communicate among themselves
many applications among non-xixchil as well.
These with a complex language of both gestures and spoken
“adornments” have earned these surgeons a mixed words punctuated with sharp clicks of their mandibles. The
reputation among their clients, for humanoid aesthetics xixchil mandibles are so complex that they can be used to
mean nothing to the xixchil. They believe that form follows form the words of humanoid speech. You can speak, read,
function, which has led to some really unhappy customers and write Xixchil and Common.
– for instance, the dwarf who wanted superhuman Subrace. The two main types of xixchil, unadorned and
strength, so the xixchil surgeon modified him to use it. battle-hardened, are distinguished by the purposes of their
Who needs a head, the surgeon reasoned, except for use as surgical modifications. Choose one of these subraces.
a muscle anchor? Tales such as these have made many
quietly fearful of the xixchil, and they are not entirely
unwarranted.
As an aside, this penchant for adornment also extends to
lower animal and plant life. Blooming birds and winged
kittens are common sale items. Xixchil spelljamming ships
are prime examples of plant sculpture, sporting orchid-like
blooms as gangways, exotic naturally-grown staterooms,
and sail-like leaves. The introduction of these non-
intelligent spacegoing beauties has caused consternation
among the elves, since they rival the elven ships in quality
but are easier to maintain.

Xixchil Names
Most xixchil who deal with humans are named after their
first “modification.” These names are, of course, not
gendered, and the xixchil do not believe in surnames.
Names: Gem, Hook, Spinner, Spike, Scalpel, Rivet, Arm

PART 8 | XIXCHIL 8
Xixchil Body Modification
Unadorned Xixchil Prerequisite: Xixchil
Your modifications were mainly minor or decorative, such Taking advantage of your delicate hands and racial
as jewelry, tattoos, or scalpels, leaving your fine motor aptitude for body modification, you may perform a number
control and internal organs intact, including those used to of operations. Performing an operation takes one hour for
produce poison. Additionally, you have some training in every 50 GP it costs.
surgery and the medical arts and you can create an enzyme Simple operations simply take time and gold, with no
that stabilizes those on the brink of death. risk of injury, while complicated procedures carry the risk
Ability Score Increase. Your Dexterity score increases of permanent injury and guaranteed disfigurement.
by 2. Whenever you perform a complicated procedure on a
Natural Poison. If you have tasted a creatures blood, creature, that creature must make a DC 15 Constitution
either by making a successful bite attack against it or saving throw or roll for a lingering injury, rerolling results
licking it from your claws, you can synthesize a poison of 11-13. This save is made at disadvantage if the patient is
specific to that creature and apply it to either your not unconscious. Regardless of whether or not that
mandibles or your claws as a bonus action. The next time creature passes or fails this save, it suffers the effects of the
you hit that creature with it before the end of your turn, it Horrible Scar lasting injury, as the results are never pretty.
deals an extra 1d4 poison damage. The damage increases No creature may have more than one complicated
to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. procedure active at a time, and magic such as heal or
Additionally, you can spend 10 minutes to create a regenerate will undo the procedure in addition to any
creature-specific anesthetic. If applied within one minute of lingering injuries it causes. Here are a few examples of
creation by way of either a bite attack or willing simple and complicated procedures, though at your DM's
consumption of the anesthetic, the creature must make a discretion you may be able to perform various others.
DC 8 Constitution saving throw or fall unconscious for 10 Simple Procedures
hours. A willing creature, such as a patient, may choose to
automatically fail this saving throw.
You can only synthesize Price (GP) Procedure
a poison or anesthetic once per short or long rest. 5 Piercing
Surgeon. You gain proficiency in the Medicine skill, and 50 Tattoo
you know the spare the dying cantrip.
200 Eye color change
Battle-Hardened Xixchil 300 Hair color change
When a xixchil pursues a life of combat it purchases body 1,250 Facial restructuring
modifications – special limbs in the form of maces, 1,400 Height increase (6 inches)
blowguns, swords, glaives, or other weapons. These xixchil
graft rivets into their exoskeletons and surgically grow an 2,000 Height decrease (6 inches)
extra set of "arms," in truth powerfully muscled stumps 2,000 Gender affirming surgery
which weapons may be attached to, becoming killing
machines at the cost of many of their "redundant" organs, Complicated Procedures
such as those used to synthesize poison, and their fine Price (GP) Procedure
motor control, which is generally dulled, though not lost
entirely. 5,000 Darkvision
Ability Score Increase. Your Strength score increases 7,000 Natural weapon
by 2.
Weapon-Arms. You have two powerful arm stumps, 9,000 Natural armor
which you can affix weapons or a shield to. During a short 15,000 Wings
or long rest, you may attach two one-handed weapons, a
one-handed weapon and a shield, or a two-handed weapon. Darkvision. You gain disturbing, bloodshot eyes oddly
You cannot be disarmed of these by anything short of the similar to those of a dark elf or deep gnome, granting you
removal of your arm. darkvision of 120 feet.
Rivets. During a short or long rest, you may graft a suit Wings. You gain wings, perhaps bat-like but for the color
of armor to your body by way of rivets in your exoskeleton. of the skin, perhaps patchily feathered, granting you a flight
When you finish that rest, the armor you are wearing is speed of 40 feet.
grafted to you, and it cannot subsequently be removed from
your body until you finish another short rest during which
time you remove the grafted armor.
Optimized Immune System. The organs you "need"
have been enhanced, and those you don't removed. You can
hold your breath for up to 15 minutes, and once per short
or long rest you can give yourself advantage on a
Constitution saving throw.
Optional Feat
If your DM allows the use of feats from chapter 6 of the
Player's Handbook, your xixchil character has access to the
following special feat.

9 PART 8 | XIXCHIL
Natural Weapon. Your teeth and claws are lengthened and Natural Armor. Your skin thickens, with patches of
sharpened to an unnatural, off-putting point. They are strange rhinoceros-like skin replacing fur, or your chitin
natural weapons, which you can use to make unarmed becomes hard and visibly secretes a strange oil. When you
strikes. If you hit with them, you deal piercing or slashing aren't wearing armor, your AC is 13 + your Dexterity
damage equal to 1d6 + your Strength modifier, instead of modifier. You can use your natural armor to determine your
the bludgeoning damage normal for an unarmed strike. 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.

Appendix
Spaceborn Lizardfolk Spaceborn Lizardfolk Traits
It is thought that the first lizardfolk in space were slaves of Spaceborn lizardfolk use the lizardfolk traits presented in
humans or mind flayers. They proved very fertile in space, Volo's Guide To Monsters, with the following changes:
and their descendants benefited from their escape from the Age. Spaceborn lizardfolk are far longer-lived than their
planets. These lizardfolk were smarter, faster, and more groundling counterparts, reaching adulthood around age
adaptable than their slave parents. Some think this was a 14, and living up to 370 years or so.
response to their enslavement, but the lizardfolk believe Spacer's Lore. You gain proficiency with Navigators
that it was due to their new existence in space, and the Tools, and you gain proficiency with two of the following
close passes to the various suns. skills of your choice: Athletics, Perception, Stealth,
There is some truth to this idea, in that lizardfolk who Intimidation, and Survival. This replaces Hunter's Lore.
developed on planets closer to the sun were marginally Cunning Repairer. Your natural ingenuity allows you to
smarter than the ones farther away, but the difference was make makeshift repairs during expeditions, even while the
found more in tactics than in heavy thinking. The ship is in motion. Repairing 1 hit point of damage requires
spaceborn lizardfolk gained levels of both civilization and 1 day and 20 gp for materials, or 2 days with no gp cost if
communication unmatched by their groundling cousins. you have access to a forest or other source of unclaimed
The lizardfolk society in space is founded on the timber. This replaces Cunning Artisan.
principle of bringing more intelligent lizardfolk into the
world. They have incubator ships whose purpose is to bring
the eggs close to the sun. The neogi have on a number of Credits
occasions captured these ships to create a new generation Created by Jenny L. (Tumblr, Reddit )
of slaves, so the lizardfolk now go armed.
Intelligent lizardfolk are still short-tempered and
emotional--- their newfound statuts is still relatively recent.
They use human ships, modified by their own use, to travel
in space, but they have sun-worshipping clerics generally of Hurwaeti art by derynnaythas
the Light or Life domains, druids, and (very rarely) other
spellcasters such as wizards or bards that may power their
major or minor helms.
Flavor text and art primarily from Complete
Spacefarer's Handbook, Dragon #266,
Monstrous Compendium Spelljammer
Appendixes 1 and 2, Adventures in Space,
ShatteredFractine, and Beyond The Moons.

PART 9 | APPENDIX 10

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