Scorab (5e Race)

From D&D Wiki

Jump to: navigation, search

Scorab[edit]

These people are unlike any I have seen in my lifetime. They are powerful and ruthless, but they are calm and collected. I don't know what they are planning to do, but from past history, they are going to succeed.
—Araj, The Information

Powerful yet closed off from others, the Scorab should never be messed with by any circumstance. They will not strike first, but if you mess with them, they will hunt you down and destroy everything you care about.


Physical Description[edit]

Scorab are an insectoid race with a height of six feet and an average build slightly larger than an average human. Their upper bodies have a similar frame to humans, although sports a more insect-like head. The head has four blackened eyes that can see both infrared and night vision, serrated mandibles, and large horns protruding from the back of the Scorab skull. Spikes are also shown protruding from the Scorab shoulders, able to be ejected at high velocity. The lower body resembles a mixture of a scarab and a scorpion, with a segmented, serrated tail and four large, segmented legs with claws on the end. The Scorab, like other arthropods, have an extremely tough maroon endoskeleton with a thinner layer of darkened skin being protected underneath. If the endoskeleton is damaged or torn off, it gives vulnerability towards the Scorab. However, the endoskeleton has the ability to regenerate in a matter of minutes after it has been damaged. Because of the Scorab's tough endoskeleton and it's ability to regenerate quickly after being damaged, they are considered nearly indestructible and a possible threat towards other races.

History[edit]

The Scorab race started out as barbaric and merciless race who destroyed anyone who wasn't them. With this type of viewpoint, they evolved and bred themselves to become more powerful and destructive. As the years went by, they developed technology and soon went to war with anyone near them, including their own race. This led to war and bloodshed, decreasing their population to near extinction. After the many years of war and destruction of their cities, population, and homeland, the scorab had realized their destructive ways and made peace with their opposites. Soon they rebuilt, having the the rest of the population live in one grand city. Even after many years of peace, the scorab prepare themselves in case of another war, creating technology for themselves and for conflict.

Society[edit]

The scorab people live in one large megalopolis-like city under a democratic structure. A council who rule over are also elected to ensure stability for their home. The council are comprised of four members who each have a purpose. One helps make laws that can help everyone, one for decision making on resources, one who takes care of military and physical aid, and one who helps with communication and peace with other races. Other government positions are also prominent, serving under one of the five council members. If there is any sign of corruption within the government, the people affiliated with it will have their position taken away and replaced with another individual

Even though the scorab prepare for war, it is merely only for self defense against other opposing races that they deem as enemies. Scorab are a peaceful race who go to other races to negotiate peace and alliances between them. If they form an alliance, they allow their race to join their city and share their technology with them. Although, if they are aggressive towards them or attack them, they will wage war against them. They have more advanced technology than many other races, as well as highly trained soldiers. With this, they could impact the other races exponentially, whether it for positive growth, or aggressive warfare.

The occupations of a scorab leads to physical and mental alterations of towards the individual to help make their task more sufficient. There are alterations for mainly these three categories of occupation.

  • Physical: Scorab who have occupations that require physical activity have body modifications involving strength and empowerment. Their bodies are altered to increase their build as well as strengthening their exoskeleton. They also take surgeries to be able to give themselves an extra pair of arms for carrying capacity and set of weapons. Their enhanced physical ability helps protect people and complete difficult tasks, however, they can become cocky with their strength and pull dangerous stunts.
  • Mental: Unlike scorab who work in physical occupations, these scorab work in tasks requiring their knowledge and problem solving. Their brain and skull become larger and their eyes are willingly replaced with artificial ones. These artificial eyes show information and updates to help solve tasks that prove difficult. These modifications make scorab become more helpful and advise people with problems, though it can lead to them looking down on others who don't have the same intellect as them.
  • Democratic: Scorab who are in the high council are and equal balance to both physical and mental capabilities. Their bodies are altered depending on their priority, helping improve their work to help their people. These scorab are kind, caring, and would work out compromises to solve problems, However, if people or problems can't be solved with words, they can be solved with...other means.

Scorab Names[edit]

There is a difference between male and female names. Male names are traditionally based on their personality and an type of weapon, which represents a memory to their past. Female names are traditionally based on their personality as well as a type of occupation, which represents their present as well as their future.

Male: Clumitar, Brace, Decevaxe, Curropknife, Optosbow

Female: Lazoldier, Guiltor, Domilaw, Divercef, Timiner

Scorab Traits[edit]

Ability Score Increase. Your Strength score increases by 1.
Age. Scorab reach maturity at the same age as humans do, and due to their protective and regenerative exoskeleton, they are protected from most diseases. With that, Scorab can live from 95 to 120 years of age.
Alignment. Scorab are loyal towards their race and their allies no matter what, leaning them towards the lawful alignment.
Size. Scorab have a slightly larger height than humans, being around 6'0" to 7'"5. Your size is medium.
Speed. Your base walking speed is 30 ft
Insectoid Eyes. Due to your insect-like eyes, you have vision superiority. 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, but only shades of gray. You also gain proficiency on Perception.
Scorab Anatomy. Because of your insect anatomy, you can only wear armor that is meant for Scorab or races with a similar build. If you wear normal armor, you gain a -2 to your armor class.
Exoskeleton. You are born with a tough exoskeleton that protects your inner body. You have advantage against poison damage, gain resistance against poison damage, and gain natural armor being 12+ your Dexterity mod. However, since your exoskeleton is breakable, if you lose 1/10 of your health in a round, you lose one point of armor class. You regain armor class a minute after losing it.
Natural Weapons. You are also born with natural weapons all over your body. Your unarmed strike is 1d6 slashing damage, bludgeoning damage, or piercing damage with a range of 30ft from your horns, tail, and shoulder spikes.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Scorab have different types of their race based on their roles being either intellectual, or physical.

Empowered Scorab[edit]

Empowered scorab are scorab who have an occupation of being soldiers, construction, and any other occupation requiring physical strength. Because of working in these difficult occupations and fighting, they have become stronger and skilled in combat. These scorab can be over confident in their physical prowess, while others can be dumb or unaware of things.

Ability Score Increase. Your Dexterity and Constitution score increases by 1
Powerful Build. You have become stronger, faster, and tougher by each passing year. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Skilled Soldier. You gain proficiency with Greatswords, Longswords, Shortswords, and Handaxes

Investigative Scorab[edit]

Investigative Scorab work in occupations requiring the mind. These occupations need it so much, that the Scorab have heightened brain function and skill. Investigative scorab are usually cautious and take time to understand the situation. Some can become slightly egotistical and look down on others who don't match their intellectual prowess.

Ability Score Increase. Your Intelligence and Wisdom score increases by 1
Keen Mind. Because of your great intellect. You have advantage against all Intelligence checks and saving throws. You can do this the number of times equal to your intelligence modifier.
Brain over Brawn. Instead of beating your foes to a bloody pulp at first sight, you learn their flaws and use that against them. As a bonus action, you gain advantage against an enemy hen doing attack rolls. You can only use this the number of times equal to your wisdom modifier before taking a long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 11″ +2d12 135 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

5.00
(one vote)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: