Skrull (5e Race)
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There are few who can say they were made by beings as omniscient and powerful as the Celestials. On their whim they made the skrull, who now have possibly become a scourge in their own right against an enemy of selfsame depravity.
Skrulls are green-skinned race of alien humanoids. They have large, pointed ears, and chins with several vertical folds in the skin below their mouths. Their eyes are usually either green or red. The males are mostly bald and have no facial hair, while females have full heads of greenish-black hair. Reminiscent of their reptilian ancestry is their micro-scale skin. Their bodies are broad and sturdy with lots of muscule.
The skrull hail from the planet Skrullos. They were created by the Celestials who tampered with reptilian DNA to create the three skrull branches: Prime, Deviant and Eternal. Over time, the Deviant branch, with their superior shapechanging abilities, drove the other two branches to extinction save for one member each. The skrulls were originally a peaceful and advanced race of merchants who skillfully used their shapeshifting to blend in with other races and integrate them into their empire without violence. However, after they encountered the barbaric kree and were assaulted, the race was forced to adapt a more militaristic culture to counter.
The skrulls formerly mercantilist empire is now one of militaristic rigidity. They use their shapeshifting powers to infiltrate and assassinate more than for diplomacy. Their hierarchy consists of many military levels, with generals, lieutenants, and foot soldiers. They have advanced technology that allows them to traverse space easily so they can conquer planets. They are trained from young ages to be spies with their shapeshifting. Thus, it is no surprise that they come to learn a variety of languages. Their own language is Skrullian. As a warrior race, they contemplate little more than conquest and survival nowadays, and so they have little such as art in their culture. But they are relatively religious. Their primary pantheon is "Dard'van" and it worships the leaders of the original Deviant and Eternal skrulls. Hell, or the infernal afterlife, to skrulls is called the Shapeless Wastes.
Skrull names are obviously very alien. Their own tongue has two dialects spoken by Deviants. They have halting sounds and harsh consonants.
Male Names: Talos, K'lrt, Al'arok, Akilll, Bag'le, Bartak, Baryn, Bellok, Fiz, Goroth, Nuro, R'tee, Gragnon, Rekxorm
Female Names: Anelle, Veranke, Z'Cann, Varra, Nenora, S'byll, Lyja, R'Kill, Aptak, Ard'ran, Criti Noll, De'Lila, K'Kyy, Mur'Gnn
An alien race of shapechangers, bent on interstellar conquest.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Age. Skrulls reach maturity at age 18 and reach venerable age at 110.
Alignment. Adherent to their military structures, skrull are usually lawful.
Size. Skrull are only slightly taller than humans on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Super Strength. When you make a Strength saving throw or ability check, you may roll a d4 and add the number rolled to that saving throw or ability check. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Fast Healing. As a bonus action, you may expend one hit die to recover hit points, as if you had just completed a short rest. You must finish a short or long rest to use this trait again.
Languages. You can speak, read, and write Common, Skrullian, and one other language of your choice.
Random Height and Weight
|5′ 6''||+3d4||170 lb.||× (1d6) lb.|
*Height = base height + height modifier