Vikkalli (5e Race)
From D&D Wiki
The race known as the vikkalli are a seclusive people that inhabit dense, remote jungles that are largely uninhabited by other humanoids. This mysterious race interacts little with the modern world, and as such little is known about them. What is known about them is that they mostly see the world as unimaginably big and terrifying, and that they’re more than a little jumpy.
The vikkalli appear to be a race of upright walking animals, with a long snout and shaggy fur. Specifically, they have an almost feline-like head, but with a long, drooping snout and a pair of small horns on top. These horns, however, are too small to be actual weapons and are mostly for display. They have fanged teeth designed for their carnivorous diet.
Their shoulders are hunched and look freakishly large due to the coat of long, shaggy fur covering their entire bodies. A long, equally shaggy tail comes out from their rear and ends in a lion-like tuft of fur. Their arms are long and almost ape-like, except that their hands have only three fingers, not four, and are clawed. Despite looking incredibly vicious, their claws are mostly only used as weapons against small animals and are largely used to help in climbing.
|A frightened vikkalli adventurer by Dinomaster337|
The vikkalli history is somewhat of a mystery, as their isolation, combined with a lack of written records, makes it difficult to tell how and where they came from. What is known is that they evolved in places with dense forests of tall trees and thick undergrowth where large beasts and monsters abound. Because of this, they are naturally timid and reserved, preferring to hide and ambush rather than fight directly. If ambush fails, their first notion is generally to run and live to fight another day. Because of this, there are few accounts of brave vikkalli adventurers. Those that do exist are either relatively minor, to the point of obscurity, or very short lived.
Vikkalli society is rooted within nature. While they appear solitary at a glance, vikkalli have complex social rituals. They commonly convene in groups of five, with the most powerful female being their leader. Within their groups, they mate and the head female watches over the cubs whilst the others go to hunt. Even if they hunt alone, they come back together to apportion their catches. Those who prove inadequate hunters are liable to be left behind, and this applies to young cubs in training as well.
As their roots are with nature, the vikkalli commonly interact with fey. One of the the theories of their origin is that they originated from the Feywild, and evolved in the forests of the Material Realm. They have cautious exchanges with even fey, though, and they are highly suspicious of other human societies in general.
The names of vikkalli follow the convention of ending with the soft "ii" sound. Females typically have shorter names.
Male: Baklii, Beshlii, Kalii, Shleshtii
Female: Arii, Opii, Lii, Elfii
Strange bipedal shaggy horned people, known for a lack of bravery
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Vikkalli mature quickly, reaching adulthood at age 10, and die quickly, with individuals generally dying at age 70 short of magical means.
Alignment. Vikkalli are scared of many aspects of the world, especially combat, so chaotic evil isn’t really in their programming. Likewise, they tend to find following others is preferred, but only if it doesn’t involve danger, and so neutrality is their usual stance on events.
Size. Vikkalli are not massive at all, generally reaching a few inches over 6 feet at the tallest and the heaviest being around 170 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 ft.
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.
Survival Instinct. Being afraid has its advantages, such as learning skills needed for a quick getaway. You are proficient in the Survival skill.
Scaredy Cat. A vikkalli’s instinct is usually to hide. You may take the Hide action as a bonus action on each of your turns. However, you have disadvantage on saving throws against being frightened.
Forest Bounty. Vikkalli are well versed in environments of nature, knowing well how to read signs of game as well as tell apart plants. You have advantage in Wisdom (Nature) checks while in forest environments.
Keen Smell. One of the advantages of being beast-like is a good sniffer. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. You can speak, read, and write Common and Sylvan.
Random Height and Weight
|5′ 1″||+2d8||90 lb.||× (1d10) lb.|
*Height = base height + height modifier