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. This is usually overlooked because their appearance is less than graceful. But they do have well-built, wiry bodies to scurry around, often on all fours. Their arms are long, with additional joints for flexibility, contrasting their short thighs. They have round eyes the color of hot steel, a large brow, and a maw filled with hideous canines. Their ears are long, pointed, and jut out from their heads, although they can sweep them back when they so choose. Their bodies are covered in a fine, black fur.
When among civilized folk, the gruwaar wear loose-fitting cloaks and hoods. These help them remain hidden as much as possible, which they prefer, as they are very voyeuristic in nature. When confronted, they lie and bluff their way out of direct conflict. Few gruwaar are ever backed into such corners, however, and those who usually have no compunctions about using their claws to extract themselves from difficulties. These are metaphorical claws, as gruwaar lack these natural weapons.
The history of the gruwaar is the stuff of legends. Few mortals have even ever heard of 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. It is theorized they were allies with the children of Lolth, lumping them with the same dastardly history of the drow. Additionally, a long trail of evildoing has followed the gruwaar, from assassinations, plagues, and catastrophes that many attribute to them.
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. When gruwaar do not want to be found, their groups usually will only be heard, and not seen. Most gruwaar groups are believed to be hidden within the darker corners of the world, with plenty of their individuals scattered in society. Gruwaar enjoy watching people in situations of precarious natures, involving power struggles and violence. They thus will always more or less remain within the periphery of civilization, sort of as a manipulative watcher sort of presence.
Male gruwaar names are usually short and monosyllabic, while female names usually have two syllables.
Male: Greeg, Hurr, Koll, Mok, Puzz, Zor
Female: Herga, Jeeta, Juuta, Mokka, Panee, Tagri, Zora
Dangerous and manipulative goblin apes
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 in 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. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids.
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. You can use this trait a number of times equal to your proficiency bonus modifier, regaining all uses at the end of a long rest.
Double Dealing. You are proficient in Deception and Stealth.
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