Alolan Marowak (5e Race)
From D&D Wiki
|By Ashley Horne|
Alolan marowak is a counterpart to its original cousins in Kanto. It is a short, bipedal pokémon with black skin and it has pale grey eyes. It has a cream colored underbelly. Like its cousin, it has two small claws, one on each hand, serve as its thumbs, and one large nail on each foot make up its toes. It has a short tail with a small spike near the tip. Marowak's head is composed of the skull it once wore as a mask. It can no longer remove the skull, which has become part of its body. The skull has two pointed spikes on the back similar to ears and tiny nostrils on the tip of the snout. There is dark, flame-like mark on its skull between the eyes. Marowak's triangular, brown eyes are also located in the skull. Compared to regular marowak's squatter, thicker body, Alolan marowak is relatively thin. White markings resembling shoulder blades, vertebrae, and hip bones are visible on its back. The bone Alolan marowak uses is longer than the one regular marowak uses, and also has teal flames out of the ends.
Marowak were bought over to the Alola region by means of immigration towards warmer temperatures when the island chain was still somewhat connected to other lands like Kanto. However, the land bridge flooded, which left them stranded amid an abundance of their natural enemies: grass-type pokemon. This harsh environment pushed their bonds to the test and allowed them to develop a sixth sense, taking a new, darker form to adapt. These marowak commonly bury their dead and dance in mourning. Theey strike their bone staffs on their skulls to create fire, which is a technique used to keep the grass types away, as well as enhance their dancing aesthetic. Their flames are thought to be like grudges, and they will follow whomever they are meant for. Like a bad grudge, these flames cannot be put out with water, as they burn with a ghostly hue and heat. Alolans commonly feared these marowak as an omen, as they seemed like voodoo conjurers when dancing. However, some trainers have tamed them and even dance with them in luaus. In fact, the art of bonfire dancing in the Alola is said to have come from the regional marowak.
Alolan marowaks are more tribal and close-knit than their lonelier cousins. They do not have a rivalry with the mandibuzz like regular marowak, as they have enough enemies on the lush islands as it is. Any cubone which evolves on the Alolan islands at night is exposed to the odd energies dictating the solar and lunar cycles, turning them into Alolan marowak regardless of origin. Alolan marowak are very ritualistic and eschew most other company. They communicate over long distances with fire signals as well as the knocking patterns regular marowak use. They can be vicious and territorial as they mature, unwilling to open to foreign company.
Alolan Marowak Names
Alolan marowaks have names that are culturally tropical, taking from the Alolan language.
Male: Kiawe'E, Stitch, Milo, Kulua
Female: Kahlua, Hinomi, Moana, Tala'E
Alolan Marowak Traits
Pack creatures able to do a spirit dance
Ability Score Increase. Your Charisma modifier increases by 2, and your Dexterity modifier increases by 1.
Age. Alolan marowak live between 60-100 years due to their heightened survival skills.
Alignment. Alolan marowak are reclusive and tend towards neutral.
Size. You are just over 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 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.
Bone Club. As part of a short rest, you can harvest bone from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create a quarterstaff, in which you are proficient. It has the added thrown property. Instead of the normal attack, you can throw your bone club at a creature up to 15 feet away, making a ranged weapon attack. The club returns to your hand at the end of your turn. If you do not have a free hand, it lands at your feet.
Dancer. You are highly able to keep up the stamina needed to move with rhythm. You are proficient in the Performance skill.
Pyromaniac. You toned yourself to use fire to beat your worst foes on the islands. You are resistant to fire damage. Additionally, as a bonus action, you can ignite ghostly fire on the ends of your Bone Club by strike it on your head. The fire lasts for 1 minute and emits bright light for up to 10 feet and dim light 10 feet after that. On a successful hit, your bone club deals extra fire damage equal to your Charisma modifier while it is lit. You must complete a short or long rest before using this trait again.
Languages. You can speak, read, and write Common and Undercommon.
Regular Marowak Variant
Ability Score Increase. Your Charisma score increases by 2, your Constitution score increases by 1.
Lone Survivor. You bear with you the bones of those who have fallen, because you survived them. You are proficient in the Survival skill and you require food and drink as much as a Tiny creature.
Bone Rush. You may make special attack with your Bone Club as a bonus action. If the attack hits, it deals its normal damage, and the target is stunned until the end of their next turn. You must finish a short or long rest before using this trait again.
Random Height and Weight
|3′ 3″||+1d4||75 lb.||× (1d4) lb.|
*Height = base height + height modifier