Loxodon, Variant (5e Race)
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"I'm telling you," the man shouted, "the city was huge! And populated entirely by-"
"Elephants, we are all aware," the knight lowered his mug. "Perhaps you've a bit much to drink friend?"
"No, no, not elephants," the man leaned in low, "the loxodons, I seen 'em with me own eye."
"Aren't you a bit old to be spouting fairy tales?" the knight snuffed another drunkard. "The loxodon are a myth."
A loxodon looks like a perfect blend of elephant and man, with the thick, leathery skin of an elephant and the bipedal stance of the more civilized races. Their Elephant-like heads are by far their most distinct feature, containing the same level of wisdom as their distant kin. Male loxodon tend to have a slimmer, yet more muscular, build than their female counterparts, as well as longer tusks. Regardless of gender, the beings stand head and shoulders above even the tallest of humans. Some are covered in a coarse, brown hair, others have only faint tufts of black, while others still are completely bald, lacking any trace of covering.
The history of the race is as much a mystery to mortals as the origin of the universe. It is rare to hear a loxodon creation story, but all agree that the gods were directly involved, and that they were one of the first races, preceded only by giants and dragons. Their forces were never directly used in the wars between their larger counterparts, but nonetheless played a role in keeping the destruction in check. Many loxodon revere their ancestors, claiming that all were important in the formation of the world as we know it.
The loxodon are governed by a matriarchal leader, chosen at birth through ritual. Other females stay together, remaining in well hidden cities, far mountain ruins, or jungle villages. Regardless of location, the cities are almost always filled with females of the species, as men are ran out as soon as they come of age. Men tend to fall into war bands alongside orcs and minotaurs, as their size and strength are a priceless commodity on the battlefield. It is a rare sight to see a male within the cities, but that is a sure sign of trouble in the area.
Loxodon tend to use giant names, although it is not uncommon for words of Orc or Dwarven script to find their way into the language. Due to some races difficulty at pronouncing their guttural names, highly social loxodon opt instead for a nickname, choosing a defining physical feature to go by, mainly revoling around their trunks or tusks. The loxodon do not use last names, instead going by their leader's name with the suffix -clan or -herd when it becomes necessary.
Male: Agvith, Ghanonoth, Ililoxth, Kavavipth, Lathilinth, Mauthouk, Phughuin, Thavaglath, Tvortilipth, Vegakhagn
Female: Ameristhea, Gaupaelia, Imimphea, Kauthila, Laulunea, Maumpthorea, Oneghea, Oriria, Phaaghia, Veriaphia
Nicknames: Broad-Tusk, Cracked-Tusk, Dark-Wool, High-Ear, Long-Trunk, Moon-Eye, Scarred-Hide, Severed-Trunk, Strong-Trunk, Twin-Tusk,
Rare elephant humanoids seeking a place in this world.
Ability Score Increase. Your Strength score increases by 1.
Age. Loxodon are gifted with incredibly long lives, reaching physical maturity in their teens, but are considered to be at full maturity when they reach the mental maturity point of 60. They can live to be about four hundred and fifty years old, although it is rare to see a male above two hundred.
Alignment. Given their society, loxodon tend towards a lawful nature, while it is most common to see neutral loxodon, samples of both good and evil can be found in their society.
Size. Both male and female loxodon stand well over six and a half feet tall when mature and weigh an average of four hundred pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Trunk. You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.
Tusks. You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 1d6 piercing damage on a hit.
Stand Aside. When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.
Languages. You speak, read, and write Common and Giant.
Subrace. You may choose between the Ravnica Loxodon, Mirrodin Loxodon or Tarkir Loxodon subraces.
The loxodons of Ravnica are few and thought by many to be extinct. Most seek membership in the Selesnya Conclave, it being the most naturalistic of the guilds. They are Lorekeepers and sages.
Ability Score Increase. Your Intelligence score increases by 2.
Elephant's Memory. Your memory is the stuff of legends. If you spend a minute thinking, you can accurately recall any face, name, or location you have been to in the past year. The recall increases for every minute you spend thinking.
Thick Hide. When not wearing armour, your AC is 12 + your Constitution modifier.
Extra Language. You learn one additional language of your choice.
Loxodons were brought to Mirrodin via Memnarch's soul traps. In Mirrodin, they had as much metal on their bodies as any other beings, and had a more clerical rather than natural focus. Inhabiting the Razor Fields, these loxodons believed in the Modest Truth, a code of absolute morality that was taken at face value and passed on from generation to generation. In arguments, loxodons proved stubborn and nearly impossible to sway. Some mirrans even doubted if a loxodon was able to think in shades of grey. Loxodons wandered around the fields, dispensing justice in form of physical punishment and offering atonement. Long ago, the auriok attempted peace with the loxodons and the leonin attempted war; neither succeeded.
Ability Score Increase. Your Wisdom score increases by 2.
Armour Proficiency. You have proficiency with medium armor and shields. If you are already proficient with medium armor, you instead gain proficiency with heavy armor.
Natural Born Smith's. You are proficient with smith's tools.
Convincing Talkers. You gain proficiency in the Persuasion skill.
The loxodons of Tarkir are very different from the loxodon of other planes, resembling mammoths. Tarkir loxodon tend to the colder climates of the world as warriors and nomads. They are known for their ferocity and savagery in combat, fighting like wild animals. Even a nursing mother is known to turn into an unstoppable woolly force of nature.
Ability Score Increase. Your Constitution score increases by 2
Powerful Build. You count as being one size larger when it comes to determining carrying capacity.
Arctic Wool. Your heavy wool grants you advantage on saving throws from extreme cold weather, as described in chapter 5 of the DMG.
Arctic Scout. You are perfectly acclimated to the cold regions of the world, you are considered proficient in the Wisdom (Survival) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Stampede. When you use Stand Aside to move through a space occupied by an enemy the same size or smaller than you, you may elect to trample them. If you move through an opponent's space, they must make an Athletics or Acrobatics check with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, you may trample an enemy, dealing 1d6 bludgeoning damage and knocking them prone. An enemy takes no damage and is not knocked prone on a successful save. You may continue your movement after a trample, but you may not trample another enemy. Once you use this trait, you can not use it again until you finish a short or long rest.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′ 0″||+2d10||300 lb.||× (2d8) lb.|