Morog (5e Race)
From D&D Wiki
Morogs are genderless rock-like humanoids. They all resemble women, albeit fairly androgynous and with no breasts. There are, in fact, male and female Morogs but they have no sexual dimorphism, cultural concept of gender, and many go through their lives not knowing their sex. Despite their rocklike appearance, Morogs are actually genetically related to starfish.
When a Morog is exposed to outside society, they most often choose to remain identifying as genderless, though some will choose to identify as male or female in roughly equal measure. Even Morogs raised entirely by non-Morog species will continue to identify as genderless most of the time.
Morogs are an ancient race that have lived for a very long time, even before humans. However, they do not record their history. They just exist; their culture mostly immutable. Morogs were not created by any god, being born before their active involvement in creating societies, and are simply caused by the influence of the Elemental Plane of Earth affecting and mutating simple, early lifeforms.
Morogs live primarily in caves. Some smaller Morog encampments are just a single cave with only a few dozen Morogs living in it. Larger Morog cities will be multiple caves in close proximity to each other, or one singular, very large and deep cave network, or a combination of the two.
Morogs mate with each other without realizing it; skin to skin contact between a "male" and "female" Morog is enough to initiate it. After a brief gestation period, a rock falls from a female Morog's back (often without the mother noticing), which quickly hatches into a baby. This baby is born premature; blind and deaf, and instinctively crawls to the ceiling of a cave to latch onto a stalactite and drink from the mineral water, where they remain for well over a hundred years. After this very long gestation period, a baby Morog will simply drop from the ceiling. Because a Morog gestates for almost as long as a Morog lives, they are often "born" well after their biological parents have died. The rate at which Morogs reproduce is, thus, almost entirely linked to how many stalactites are available for fetal Morogs to latch onto.
Because of this very unusual method of reproduction, Morogs live entirely communal lives. In smaller Morog villages, Morog children will be raised by 5 or more Morog parents, alongside dozens of siblings. In larger Morog cave networks, Morog "schools" are run where hundreds or more children are raised by a small number of "teachers." Morogs place a very high value on children; the life of a Morog child is worth more than an adult, and adult Morogs are expected to do all they can to protect the next generation.
Once a Morog is an adult, they are expected to be far more independent. Morogs do not have currency and instead barter and trade resources and favors. The closest thing Morogs have to a government are their teachers, in their larger societies, which tax the other Morogs on food and resources for themselves and the children they care for. A Morog who wants to become a teacher undergoes rigorous testing and training, to ensure that only the best of the best reach that position. Despite the taxation to ensure a teacher is always provided for, life as a Morog teacher is not easy.
A more involved Morog government can form in times of cultural stress; when resources are low, war might break out, or their city is threatened by a powerful monster. These governments can range from a council of concerned citizens, to a singular despot taking command over everything. These governments tend to collapse when the emergency is over, especially considering Morog leaders have no heirs.
Morogs are omnivorous. They eat vegetables, algae, and small creatures such as fish, insects, rodents, and plankton. Mineral water is also incredibly important to their diet, and many Morog travelers have learned where to find it in any biome. They are fairly in-tune with nature, as they live down-to-earth lives without much manufacturing, and tend towards druidism as a belief system over theism. For the Morogs, divine power comes not from a god, but either from their connection to the Earth, or from their belief in Family as a structure. Morog paladins are, in fact, not uncommon, gathering power from their community in order to protect it.
While male and female Morogs exist, nobody can tell the difference... including other Morogs. They have no concept of gender and use the same names.
Names: Abdal, Garog, Bullem, Magda, Burkoz, Kog, Dalag, Gurega, Mulda
Cave dwelling genderless rock people.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom increases by 1.
Age. Morogs reach adulthood after 20 years, and on average live to be 120. This is excluding the 100 or so years they spend attached to the ceiling of their cave.
Alignment. Morogs tend towards lawful alignments, but beyond that are pretty evenly spread.
Size. Morogs are only slightly taller than humans, but much heavier. Your size is medium.
Speed. Your base walking speed is 25 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.
Bulky Frame. Morogs are not good runners. When making the Dash action on your turn, you may only move up to your land speed, plus an additional 10 feet, as opposed to double your land speed. You also gain an additional 2 hit points per level.
Rock Armor. When taking piercing damage, you may use a reaction to treat the damage as if you had Piercing Resistance.
Ponderous. Your mind operates slowly, but surefootedly. If you do not move on your turn, you may choose to gain an extra reaction, or advantage on concentration rolls, until your next turn.
Deep Thought. You may concentrate for a minute before making a skill roll. When you do so, you may add your proficiency bonus to the roll, or double it if you were already proficient. You may only use this feature once, regaining its usage after a short rest.
Languages. You speak Common, and Morog-Al. Morag-Al is the language of Morogs, and it is spoken slowly with hard consonants and a huge focus on proper enunciation. Putting stress on the wrong syllable, or slightly mispronouncing a vowel, can make a word have an entirely different meaning.
Random Height and Weight
|5′ 0″||+3d6||160 lb.||× (3) lb.|
*Height = base height + height modifier
When creating a Morog character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||I tend to come across as stupid, but I'm smarter than I look|
|2||I bond with people very easily.|
|3||I've got a grandiose temperament with flowery language|
|4||I'm kind and generous to a fault|
|5||I'm somewhat lackadaisical|
|6||I like being relied upon|
|7||I'm self-centered and egoistical.|
|8||I'm shy and don't talk much|
|1||Adventure: Life in a cave is boring!|
|2||Exile: I was cast out and now must find my own path|
|3||Independence: I'm making it on my own, in my own way.|
|4||Family: The blood of the covenant is thicker than the water of the womb.|
|5||Knowledge: I want to learn more about the world I live in, beyond the walls of a cave.|
|6||Freedom: My city is run by a despot. I want to return strong enough to free my people.|
|1||I'm very self-reliant. I owe nothing to noone, and noone owes me anything.|
|2||I'm fairly naive and trusting.|
|3||I have the social awareness of a rock.|
|4||I'm slow to think, and very indecisive.|
|5||I'm brave to the point of recklessness|
|6||I'm connected more with nature and the world, than with society|