Armaldo (5e Race)
From D&D Wiki
Armaldo is a bipedal, amphibious Pokémon, somewhat resembling a mantis shrimp or similar arthropod. It is covered with thick, grayish-blue plates. There are accents of yellow, black, white, and red throughout its body. Its oblong eyes protrude from the sides of its head. A black pattern with two red, teardrop-shaped spots covered the center of its head and a yellow lower jaw. Three pairs of feather-like appendages extend from the sides of its long, thick neck. A plate of armor on its back has four short spikes and two triangular, yellow-rimmed wings extending from underneath. Its scaled chest and belly are rimmed with yellow lines as well, and there are two large yellow plates in the center of its chest. Its arms extend directly from the front of its chest and end in a black claw each. The legs are also segmented, with black knees, resembling an insects joint. A pair of black fins tips its long tail.
Armaldo are pokemon revived by means of fossil reanimation. They were formerly extinct ancestors of some bug type pokemon. When their claw fossil was evolved and anorith came to be, scientists eventually managed to get an armaldo from evolving the odd critter. Armaldo's armor and claws are believed to have made it a great predator in prehistoric Hoenn, where it roamed the shores and pierced prey to devour them. Their claws can crush steel and their legs were evolved for them to adapt to land. The feathers and "wings" on their back helped like dorsal fins to propel through the water at high speeds. They are believed to have shared similar environments with lileep and cradily, another evolutionary line of revived fossil pokemon. As fossil reanimation proliferates, more fossil pokemon are being recreated daily, and they are resuming their lives prior extinction, repopulating.
Armaldo are protective of their young anorith and are territorial and untrusting of outsiders. They live in marina pools that carve out large, deep basins where anorith like to burrow beneath the sands and lileeps bloom in bouquets at the bottom. Cool, seaside caves are also a favore habitat where they can keep anorith sheltered from strong waves that would wash them away. As anorith learn the swim, their bodies become more prehensile as they molt and shed many many layers of shell until they reach maturity, becoming an armaldo. This is a difficult process as many water birds of the shore find anorith a tasty shrimp snack, like pelipper.
Armaldo know the Terran dialect of the Primordial language from ancient times. They like to name anorith when they are born but have the anorith anoint themselves with a new name upon becoming new armaldo.
Land walking fossils brought back to life
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Armaldo can reach very old ages due to their crustacean nature of ever-growing. However, the oldest known armaldo was only about 500.
Alignment. Armaldo tend towards neutrality.
Size. Armaldo are surprisingly not that tall, considering they evolved from shrimps. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a swimming speed of 40 feet.
Armored Carapace. Your body sports tough plating. 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.
Claw. You have two large claws instead of hands, which can be used to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You must use items with both hands, lacking fingers.
Hold Breath. You may not be able to breathe in water, but you can stay down longer than others. You can hold your breath for up to one hour at a time.
Crush. Armaldo can crush steel with its powerful claws. As a bonus action, you can make a special attack with your claw. If the attack hits, it deals an extra die of damage. You can't use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Terran.
Random Height and Weight
|4′ 11″||+2d12||150 lb.||× (1d4) lb.|
*Height = base height + height modifier