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- Reptilians
- Greys
- Nordics
- Tall Whites
- elephant men
- acephaloi/Blemmyes
- Dogmen
- Sasquatch/Skunk Apes
- Dreamlands Cats
- Mi-Go
- Shadow People
- Lizard People
- Flatwoods Monster
- Frog Man
- Metal Cylinder Man/Plant Alien
- Barlowe's Guide to Extraterrestrials
- Cats of Ulthar
- Encyclopedia of Urban Legends
- Scholastic Field Guide to Aliens
- bonechiller for Wendigos
- Greys are biological constructs, abandoned by their creators when they ascended to a higher plane of existence. Left behind, the Greys just kept doing their thing, integrating it into their culture- which, over time, has evolved into their current caste system of Little Green Men, Ranchers, Doctors, and Scholars.
- LGMs are a warrior caste that is extremely aggressive and obsessively loyal, seeking battle around every corner, and foes in every meeting. The ranchers are descended the cattle mutilators, and get along better with animals than other people. Doctors are the abductors/probers who obsessively make medicines (to the point their shelves are always full to bursting). Scholars are the archivists and researchers who compulsively hoard interesting objects and keep exhaustive notebooks on everything.
- Being biological constructs designed for specific tasks has made it hard for Greys to function in society, but DANGIT they're trying.
- Humanoid and Monstrosity
- +2 Constitution
- Telepathy 20 ft
- You are always treated as being familiar with alien technology. This gives you no special understandings of its construction or underlying principles, as your knowledge is instinctive.
- [trait name]- Going from purpose-built constructs to a free-willed sentient race hasn't been kind to the Greys' mental health. Each of the castes tends to develop a specific mental quirk that can help- or harm- them.
- LGM:
- +1 Dex
- Proficiency in Athletics, Intimidate,2 Martial Weapons
- - You can use a bonus action to draw or sheathe a number of weapons equal to your Dexterity Modifier, or reload them
- - You are proficient in Light and Medium Armor, as well as firearms and
- - You have disadvantage on Deception and Persuasion checks.
- Rancher:
- +1 Cha
- Proficiency in Nature, Animal Handling
- - You can use a Bonus Action to command one animal that is at least Friendly to you.
- - You have disadvantage on attack rolls on creatures with the Beast type, and such creatures have disadvantage to attack you.
- -
- Doctor:
- +1 Wis
- -Proficiency in Medicine, Herbalist, Poisoner, or Alchemist's kit
- -You know the Spare the Dying cantrip, which use Wisdom as your casting stat.
- -You can refill one of the kits you are proficient with as part of a Short or Long Rest, provided relevant materials are present in the environment.
- Scholar:
- +1 Int
- Proficiency in 2 from Arcana, History, Nature, Religion
- Let Me Check...- Your comprehensive note-taking is often a distraction, but some day it may save your life. You can perfectly recall any statement, piece of information, or description you were present for by consulting your notes.
- Just the Thing- Your compulsive hoarding CAN come in handy. You can produce any mundane item that costs less than 3 times your level in GP from your pack, having found an unusual specimen earlier in the day. The cost is deducted from your funds as normal.
- ---
- The Nordics are tall, impossibly pale humanoids, with long, sloping foreheads and thick eyebrows and sideburns. They stand at an average height of 8 feet tall, growing to over five feet tall within a few years of birth. However, due to their thin, lanky limbs, it would be impossible to mistake them for humans. Nordics are not sexually dimorphic, and their similar facial and body structures lead many to believe their origins may have something in common with the Greys.
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- Elephant Men
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- Blemmyes
- The Blemmyes are widely regarded as mindless, overly aggressive brutes with no sense of culture or decency. They would disagree- they're just as intelligent as most humanoids, and they follow strict rules of etiquette when consuming their prey raw. Resembling a human with no head, with eyes on the pectoral muscles and a wide, gaping mouth where the stomach should be, the Blemmyes enjoy the benefits of a highly compact, efficient digestive tract, superhuman strength, and eyes that would be the envy of any eagle. They despise tight spaces, preferring rolling hills to city streets and forest groves. A Blemmyes is at their happiest when they can run down wild game freely and safely.
- ---
- Dogmen
- Dogmen are an ancient race, to hear them tell it. These canine humanoids walk on their hind legs, with a head like a wolf or coyote, and hairless arms like a human. They are a deeply religious people, with rituals and strictures for every instance of life, who worship their ancestors.
- ---
- Ape-Men: Sasquatch/Skunk Apes/Yetis
- Ape-Men are commonly found in two patterns- the forest-dwelling loners known as Sasquatch, the arctic and mountain dwelling territorial, yetis, and the swamp-dwelling clan-structures known as "Skunk Apes" for their coloration. They have large, broad feet to help them walk on snow or mud, thick coats of fur to block rain, snow, and cold.
- Str +1
- Your type is both Beast and Humanoid.
- You ignore difficult terrain caused by mud, snow, loose soil or other such hazards.
- You are proficient in the Stealth skill.
- Sasquatch
- Wis +2
- You always know your way in the forest.
- You can read Sylvan and Druidic.
- Yeti
- Con +2
- You have advantage on Athletics checks made to jump, and may treat your standing jump as a running start.
- While in an arctic environment or sufficiently snowed-over area, you may take the Hide action even while you are seen.
- You are proficient in the Survival skill.
- Skunk Ape
- Dex +2
- Also referred to as the Swamp Cabbagemen, Swamp Apes, and Stink Apes, Skunk Apes are notable for two traits. The first, their dark coat of fur and the pale streaks of fur around their eyes and rear. The second, the overwhelming stench they can produce when frightened.
- Swim Speed 30
- Stench- During your turn, you may use your action to create a 5 foot cube around yourself. Creatures in the cube must make a constitution save (DC 8+ Con) Proficiency Bonus, or take 1d4 Poison damage and become Poisoned as long as they remain in the cube. If you are Frightened, you automatically use this ability each turn as a free action, and the range increases to 15 feet. This damage increases to
- You are proficient with Sleight of Hand.
- ---
- Dreamlands Cats
- These sentient felines are virtually indistinguishable from common housecats. However, a keen intelligence lurks within their minds. Perhaps they were born of an experiment by a mad wizard. Perhaps they are agents of some fell power from beyond the veil. Perhaps they are the true form of our feline friends- however, the Dreamlands Cats are a known entity of the Seven Worlds.
- Your type is Beast rather than Humanoid.
- Str -4, Dex +2, Int +2, Wis +2
- Cat- You cannot speak. You can not use spells with Verbal components, or activate magic items with command words.
- Natural weapon- your claws are Finesse weapons that deal 1d4+Dex/Str damage.
- Nine Lives- If you are slain, you return to your party after the adventure, seemingly unharmed. This ability functions 8 times, at which point you must be resurrected as normal.
- Dreaming Lands- When you sleep, you leave your body and exist in an incorporeal form. If you sleep during a Long Rest, your body rests as normal, regaining spells and abilities at the end- however, you may spend the time awake and fully aware of your surroundings.
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- Mi-Go
- Your type is Plant rather than Humanoid.
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- Shadow People
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- Reptilians
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- Flatwoods
- Natives of the horrible swampworld Rahu.
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- Frog Man
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- Metal Cylinder
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