Gruwaar (5e Race)
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Many legends say that these small, ape-like fey were around before the split of Seelie and Unseelie Courts, and some legends even say that they had a hand in that split. Other legends say that they had a hand in the fall of the drow. Whatever the true story is, it is undeniable that the Gruwaar are generally strange and troublesome.
Gruwaar are usually about three feet tall, with black fur covering their bodies. They resemble a cross between an ape and a goblin, but they are actually fey.
The history of the Gruwaar is the stuff of legends. Few mortals have even ever heard or them, though all who have heard of them know of their mischief. Fewer still have actually seen one. That being said, they are often hated by elves, due to the legend concerning them and the drow.
Gruwaar don't tend to form groups, unless it is to cause greater mischief. However, the preferred victims of their mischievous plots are goblins, gnomes, and Halflings, due to their similar sizes.
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age. As creatures who tend to keep their private information to themselves, few people other than the gruwaar themselves know how long they live, but it is rumored that they mature and age similar to elves.
Alignment. Gruwaar tend to sow chaos for their own purposes, so chaotic neutral and chaotic evil are the norm, but gruwaar who fight alongside the forces of good are not unheard of, even if they tend to shy away from good alignments themselves.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Superior Darkvision. You can see dim light within 120 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.
Fey. Your creature type is Fey, rather than Humanoid.
Mask of Many Faces. You can cast Disguise Self using Charisma as your spellcasting ability for it. Once you cast this spell, you can't cast it again with this trait until you finish a long rest.
Preemptive Intuition. Whenever you roll for Initiative, you can add 1d4 to the check. This may be done a number of times equal to your Dexterity modifier. You regain 1d2 uses of this trait at the end of a short rest, and 1d4 at the end of a long rest.
Double Dealing. You gain proficiency in the Deception and Stealth skills.
Languages. You can speak, read, and write Common, Sylvan, and Undercommon.
Random Height and Weight
|3′ 0″||+1d12||35 lb.||× (1d4) lb.|
*Height = base height + height modifier