Tanarukk (5e Race)

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Tanarukk[edit]

If even the ones who are sick can be used, they are no different
—Aragas, Healing hand of Yurtrus cleric

Physical Description[edit]

Tanarukks are derived from orcish bloodlines, and in the broadest possible sense, they still look orcish. However, their abyssal heritage has left a clear imprint on their appearance. Tanarukks have one or more sets of horns that take any of a variety of shapes: some have curling horns like a ram, others have wide and jagged horns like a bull or ox, and some spiral upward like an antelopes’ horns. They also often have bony protrusions or ridges on their knees, elbows, and shoulders which can make regular armor or clothing difficult to wear, requiring customization. Tanarukk walk on their toes in a manner similar to other digitigrades and their canine teeth are sharply pointed. Their eyes typically have black, brown or red sclera rather than white, and their pupil-less irises are solid black, white, red, orange, or yellow. Their unnaturally tough skin ranges in tone to include grey, red, brown, and mottled green. Albino (white) or melanistic (black) skin tones are also not unheard of. Their hair is short, bristly and usually dark, in shades of black, brown, grey, and dark red.

History[edit]

The tanarukks originated as orc-demon crossbreeds made from a deal with Baphomet. The orcs that made the bargain with Baphomet may have a tanarukk born into their next generation. These children are usually killed by the chieftain because of their tendency to take over clans. However, they are sometimes kept alive to be weapons, as the orcs are brilliant at utilizing even seeming curses against enemies. Tanarukks are usually born a bit more docile than when they fully mature, allowing them to be imprisoned and then released in times of war. They then rampage into enemy ranks, though they do also tend to attack their own. The mad savagery ingrained in the tanarukk from Baphomet's abyssal magic is a harsh stain on their psyche.

Society[edit]

Homeless, tribeless, and hunted; this is the lot of the tanarukk, especially among its orcish cousins. The orc deities consider the blessing of Baphomet to be a betrayal of their worship and a crime punishable by obliteration. Orcish zealots view tanarukks as horrid blasphemies that must be attacked on sight. However, this does not mean that in a clan that has cults to Baphomet, or in a rural cult to the Horned King, that they can not rise to power. However, they do not actively worship Baphomet themselves. Rather, their very existence is a sign of worship to him by others. Tanarukk have particularly powerful blood and will produce random tanarukk among their bloodlines if allowed to breed, thus adding to their feared volatility.

Tanarukk Names[edit]

Tanarukks often take orc names.

Male: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Kharl, Krusk, Mhurren, Ront, Shump, Thokk

Female: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

Tanarukk Traits[edit]

Your tanarukk character has a variety of traits, derived from your mixed orc and demon ancestry.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Tanarukk mature slightly faster than humans, reaching adulthood around age 14.
Alignment. Most tanarukk are chaotic evil. There are very few neutral or good, but some, either abandoned at birth or exiled because of their differing beliefs, have denied their natural instincts.
Size. Most tanarukk are slightly larger than orcs and covered in muscle. They range from 6 to 7 feet tall, with some of the largest reaching nearly 8 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Demonic Blood. Your creature type is both fiend (demon) and humanoid (orc).
Fiendish Resistance. You have resistance to fire damage.
Menacing. You are proficient in the Intimidation skill.
Natural Armor. 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.
Unbridled Frenzy. In response to being hit by a melee attack, as a reaction you can make one melee weapon attack with advantage against the attacker. Once you use this trait you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common, Abyssal, and Orc.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 10'' +2d12 150 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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