Karkinoi Species in Vandrius | World Anvil
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Karkinoi

Karkinoi make their homes in and around hydrothermal vent fields, deep sea trenches, and complex underground cave complexes.  The city of Dreth Tavra, located at the mid-oceanic rift zone, is the largest of these cities. The druids of their people are geologically minded, cultivating and growing hydrothermal vents and employing alchemical secrets to fix the rare minerals dissolved in the vents’ jets. Karkinoi are protective of their homes and secrets giving them a reputation for xenophobia, though individuals encountered outside of their communities are fiercely loyal to their friends and make staunch allies.  

Karkinoi Traits

  Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.   Age. Karkinoi are born in clusters of 2-5 siblings, reach maturity at the age of 10, and live an average of 60 years. Even with their resistance to poisons, vulcanites who spend their lives cultivating the most toxic vent fields life much shorter lives, while helios may live as long as 80 with access to advanced medicines and magic.   Speed. Your walking speed is 30 ft. You have a burrow speed of 10 ft.   Size. Karkinoi are crab-like in appearance with dull-red, brown, or black carapaces that average 4 feet in height and 4 feet in diameter.  Your speed is not reduced by armor or heavy loads.   Darkvision. You have darkvision to a range of 60 ft.   Carapace. Your AC cannot be less than 10 + your Constitution modifier (minimum 1) no matter what armor you are wearing. In addition, you have resistance to damage from fire/steam/heat.   Blood Filters. You gain resistance to poison damage and advantage on saving throws against poison.   Crafting Claws. You possess numerous small manipulating appendages that are excellent for fine work. You have proficiency in one artificer’s tool kit of your choice.   Pincers. You possess two large pincers used for digging, lifting, and self-defense. Your unarmed attacks deal 1d6 slashing damage and are considered light melee weapons. Strength checks made to maintain a grapple with your claws are made at advantage. You may lift and carry twice the amount normally allowed.   Multiple Legs. You have advantage on checks against being shoved.   Amphibious. You can breath both air and water.   Languages. You speak, read and write Aquan as well as one other language (typically Elven or Common).
Geographic Distribution

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