Pangolin (5e Race)
From D&D Wiki
Pangolinomads (5e race)
"This is a world of wonders and enlightenment, but also of dangers and excitement, to some excitement, many just want to live peacefully, and we, members of the forests and world, will respect that decision. I expect you to do the same young one" --An Elderly Pangolinomad giving advice to young visitors.
A strange type of beastfolk, at first people thought that they were a type of lizardfolk though this has been proven to not be the case. They are the average height of humans, though they could be taller though this is unknown as they normally hunch over. Their backs and tails are covered in spines that, after some studies, showed to be made of keratin, the same substance that makes up fingernails, these scales are also attached to muscles that allow them to aim them at the predator. They seem to be normal pangolins but enlarged with the only other differences being their high intelligence and opposable thumbs. Females whilst still having some fat on them, are comparably thinner compared to the males who are much fatter.
They are believed to have come about when a wizard trying to recreate the process of slothfolk had finally figured it out, though just like the original recipe the odor was toxic to non-animals causing the wizard to pas and leave the potion to a family of thirsty pangolins, who then brought others to the brew. Since then they have expanded though this is all theory and not fully known as only the oldest pangolins known of the true origin.
Pangolinomads are as their name suggests, nomadic in nature and live in large groups they call Basks very similar to Crocodilians, this leading back to the confusion on relations to lizardfolk. They are split on religion some preferring to believe the things that happen are cause how the world works and others believing gods control the worlds, no matter what however groups and families will care for each other. Another thing that is common amongst pangolins, specifically mothers, and brings upon an adorable factor to onlookers, is that pangolinomads for the first few years of their life will ride on their mothers tail until they can walk. Very few ever leave a Bask but when they do, they normally return before they die wishing to be buried even if not able to occur with their parents. Another factor of capabilities is their shedding, they will shed every 2-3 years when danger is not present, during this time a numbing agent is secreted into the muscles and the scales fall off. However due to the magic flowing through them, their scales are stolen for medicinal potions, because of this premature shedding they may bleed as if on a blood thinner, with no known end until the scales grow back, which by that time, may be too late. Pangolinomads, specifically tree ones, are more commonly known to live in tree house villages connected by bridges for about 2-3 years after the village is built before moving on to the next set only taking essentials with them, such as easy contraptions and books and shelves, really anything they can carry, so they set up the easy things first. One unique contraption they have is a rope connected to a bell, which they put other members on shifts to watch, when rung an elevator, of a max capacity of 200 lbs., lowers and all capable visitors hop on and are lifted, after being, evaluated by the lookout and determined they will not destroy the village.
Pangolins normally name their children after creatures they have found fascinating whether plant or animal, because of this, names are asexual but normally you can gender by the name.
Large pangolin creatures with a fit ability for knowledge.
Ability Score Increase. Your Intelligence increases by 1.
Age. Though they mature around 10 this is considered teenage years. They reach adulthood around 30. Considered elderly at 50 and live to 75.
Alignment. Pangolinomads are naturally shy and because of this are Neutral.
Size. You are around 5 feet. Your size is Medium
Speed. Your base walking speed is 25 feet, swim is 15 and climbing is 25
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.
Nocturnal. You are able to sleep during the day to then more easily travel at night at full energy.
Scaly Armor. You have a natural AC of 13+ your Dexterity modifier.
Insectivore. You are able to eat insects due to your sticky tongue, however if said insect is larger than you are you must slowly eat it.
Scaly Defense. You can spend an action to curl up into a near perfect ball and spread out your spikes to defend yourself. While your like this you can't move but have advantage on Dexterity saves. If a creature tries to harm you with an unarmed strike they take half the damage of their attack to themselves. You are left prone until you use your Movement to get up again.
Long Memory. You have advantage on History checks as long as you have read up on something relating to what you are rolling for.
Digging Claws. You are able to dig into dirt, rock or trees to find insects to eat. With this, you have advantage on Survival checks when foraging for insects to eat.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Pangolinomads are split into two other races, tree and ground pangolinomads which have different ways of foraging.
Ability Score Increase. Your Dexterity score increases by 2
Natural Climber. You are able to use your Dexterity score for climbing instead of your Strength score. In addition your climbing speed increases to 40
Camouflage. While in stealth, Wisdom (Perception) checks, both active and passive, are made at disadvantage to spot the hiding Pangolin.
Ability Score Increase. Your Constitution modifier increases by 2
Sturdy Walker. You spend no extra movement to walk along rougher or more difficult terrain
Burrow. Your burrowing speed increases to 25ft
Random Height and Weight
|5′ 0″||+2d8||130 lb.||× (2d4) lb.|
*Height = base height + height modifier