Briar Skulk (5e Race)
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|“||That's the second cow this week. I'm telling you there IS something out there, and there's little chance that it's willing to be civil with us.||”|
Briar Skulks are lean build canine-like humanoids covered by thick spiny quills that resemble the brambles of their native forests. While bipedal in nature, they have been seen to stride on all fours while running, giving them a more animal-like gait in comparison to other humanoid races.
Briar Skulks were thought to only be a myth until just recently. Native to the deepest and darkest depths of only the most lethal forests, they are fierce warriors and skilled hunters who have survived side by side with the other savage denizens of the night.
These creatures live in closely knit tribes deep with in the darkest and most dangerous forests, and have become accustomed to the hardships inside. Male Briar Skulks are known to hunt in small packs and prowl the surrounding land for prey while the females tend to their young, should they have any. Despite this the females are just as if not more fierce than the males in combat, and act as a secondary guard for their tribe while the males are out hunting.
Briar Skulk Names
Briar Skulk names are commonly based upon unique or defined physical traits at birth.
Briar Skulk Traits
Primal and lean canine-like humanoids with a thick coat of piercing quills.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score by 1.
Age. Briar Skulk's may live to be around 70 years old.
Alignment. For the most part, neutral paths are the most common for Briar Skulks.
Size. Heights can range from 5'4 to just under 6'4.
Speed. Your base walking speed is 35 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.
Thorny Barrage. As a reaction to a creature attacking you, you may discharge your quills. Any creature within 15 feet of you must make a Dexterity save. On a failed save a creature takes 2d8 piercing damage or half damage to a success. You regain the use of this ability after a long rest. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 and Level 16)
Natural Weapons. You can attack with unarmed strikes using your claws or fangs. You are proficient with your unarmed strikes, which deal 1d4 + your Dexterity modifier in piercing or slashing damage on a hit.
Hunter Sense. You are considered proficient in the Perception skill.
Beast. Your creature type is beast and humanoid.
Languages. You can speak, read and write Common, and one other language of your choice.