Huragok (5e Race)
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Huragok[edit]
"They are some sort of biological supercomputers. Slaves, prisoners, I don't know, but they don't like the Covenant any more than we do.”
- Veronica Dare
Physical Description[edit]
A Huragok. |
The Huragok are long, eel-like creatures with a cluster of large air sacks that cover the center third of their body. They have six lithe, feathery tentacles spread across their body. However, these appendages were created to interface with technology, and as such, 3 or more are required to equal an average race’s arm strength. Their air bladders are able to inflate, allowing them to fly for an indefinite amount of time. Their heads have three eyes on either side of their snake-like head. Huragok skin takes various vibrant shades of pink, blue, and purple, and has a smooth, slightly slimy texture. Its tentacles are able to directly interface with technology as advanced as artificial intelligence, and their brains are able to process this information faster than a supercomputer. Huragok are not born, but “constructed.” When necessary, nearby Huragoks will scavenge the surrounding areas for materials to build another Huragok compound by compound. With this being said, they are organic creatures.
History[edit]
The Huragok are not a naturally occurring creature. They were engendered from the ground up by a race of hyper-advanced humanoids known as the Forerunners to act as supreme caretakers for their technology. When their creators were erased from the universe, they continued as they always had for thousands of years, maintaining equipment by living creature would touch for eons. Many colonies resided and continue to reside on Dyson’s Sphere styled Forerunner space stations orbiting dozens of stars. One such star was discovered by the Covenant, and the Huragok were quickly taken onboard their ships, which they immediately began repairing. They were quickly spread throughout the Covenant’s territory, being used as engineers, military support units, and suicide bombers. Due to their nonviolent nature, they are outfitted with explosives while in combat to dissuade desertion, due to the severity of their knowledge. A single Huragok named Virgil was instrumental in humanity’s victory against the Covenant due to the divulging of technology, fleet movements, and military tactics.
Society[edit]
Huragok love to fix things. Most are nonviolent, as cooperation between warring parties leads to easier access to fixable objects. However, they are also known to fiercely defend those they consider friends. They are impossible to control without force and are very intelligent, but they are relatively easy to befriend. They hold no government, formal or informal, as it has nothing to do with fixing things. Commerce, social norms, and warfare make a similar shortlist.
Huragok names[edit]
Huragok naming reflects the enigmatic nature of their Forerunner creators. They are named as phrases that describe them. Occasionally, if they have interfaced with artificial intelligence for extended periods of time, they will take on the name of the AI, though this is a rare occurrence.
Names:Lighter than Some, Prone to Drift, Sometimes Sinks, Bob.
Huragok Traits[edit]
Manufactured biological supercomputers with a healing aura.
Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.
Age. Huragok are created fully formed and do not age, but in isolation they quickly deteriorate mentally and physically, leading to death within months.
Alignment. Huragok only want to fix things. Unless they have deteriorated, they are neutral good.
Size. Though on average they are a total of 9 feet long, their bends leave them around 8 feet long.
Speed. You have a walking speed of 10 feet and you have a flying speed of 30 feet.
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.
Built to Repair. You are proficient in three of the following: smith’s tools, glassblower’s tools, tinkerer’s tools, Investigation, Perception, Insight, Arcana.
Shielding Aura. You can cast the false life spell at will once with this trait, targetting yourself or another creature within 10 feet of you. You regain the ability to cast it this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Languages. You can speak, read and write Common, Deep Speech, and two other languages of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
7′ 6'' | +3d6 | 100 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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