Surrakar (5e Race)
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Surrakar[edit]
Hulking shapes of amphibious flesh, the surrakar are a species so vicious that they have driven away those who want to learn more about them.
Physical Description[edit]
By Kev Walker |
The surrakar are amphibious humanoids native to Zendikar. Their bodies are covered in grey skin that resembles that of a pachyderm's. While they are around the height of elves, their bodies are much heavier, and they have a dewlap hanging from their chin. Their stout stature consists of broad shoulders and long, thick arms that drag on the ground when they walk. Their splayed feet and hands are webbed and tipped with claws, and long tusks protrude from the sides of their large mouths, which stretch under their squashed nostrils. They have two beady eyes, often either black or yellow with a black pupil. While they have four fingers on their hands, their splayed feet appear to have as many as ten toes.
Surrakar rarely ever wear clothes. The exceptions are some individuals among them known as spellblades. These surrakar are known to harvest hide from their dead brethren to fashion bracelets, kilts, and other pieces of clothing which they wear. Their fashion sense is particularly brutal since they will often remove their own tusks and just wear them tied to their heads.
History[edit]
Surrakar are a species of amphibians native to Zendikar. They lived exclusively within the continent of Bala Ged, within the Guum Wilds, where they inhabited a vast territory of underground limestone caves. It is unclear if they are actually native naturally or if they were outsiders themselves that became native after acclimation. Much of their history is shrouded in mystery known only to them, as surrakar are highly territorial and prone to violence against outsiders. It is speculated that surrakar are related to salamanders, particularly amphins, by appearance. When or how they split is unclear. Additionally, after the destruction of Zendikar at the hands of the Eldrazi, it is unclear if the surrakar survived.
Society[edit]
People have often viewed surrakar as little more than monstrous beasts. They do live together within their packs, but it is unclear what sort of culture they have. Since spellblades show the intelligence capable of making clothes and even using tools and weapons, scholars suspect that surrakar are hiding their true intelligence. This is further supported by the fact that surrakar are often treasure hunters for the spoils within the deep. While they do not seem to have any use for treasure, they nonetheless covet it. They will even attack nearby settlements near their hillocks to pillage. Because the violent nature of surrakar make them near impossible to approach, much of the caves they inhabit remain unexplored by outsiders. It is a prominent theory that all surrakar are more or less bestial, controlled by the more intelligent and sophisticated spellblades among them.
Surrakar Names[edit]
While they have no written language, surrakar are able to communicate among one another through a rough and guttural language, along with scents. Surrakar names are not gendered.
Names: Grazz, Shzaakk, Skrrak, Skorrar, Vraaxx.
Surrakar Traits[edit]
Bulky amphibious humanoids of Zendikar
Ability Score Increase. Your Strength score increases by 2.
Age. They live for slightly shorter lifespans than humans and mature much faster.
Alignment. Surrakar are unpredictable creatures, caring for neither law, nor reason. They kill for sport, and most are evil.
Size. Surrakar are the height of elves with more heft. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming 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.
Bite. Your enlarged, fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ravenous Feeding. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you regain hit points (minimum of 1) equal to your Constitution modifier. You can't use this trait again until you finish a short or long rest.
Amphibious. You can breathe both air and water.
Languages. You can speak and read Common and Surrak.
Subrace. Choose either a the spellblade or dreadnaught subrace.
Spellblade[edit]
Surrakar spellblades are considered the brains of the race, being the most crafty of them all. They organize dreadnaughts to do their bidding and steal treasure. Spellblades are rare among surrakar and highly dangerous due to being able to use magic.
Ability Score Increase. Your Wisdom score increases by 1.
Surrakar Magic. You know the shape water and the mold earth cantrips. Starting at 5th level, you cast either erupting earth or tidal wave once, at lowest level, without expending a spell slot or material components. You regain use of this trait after you finish a long rest. Wisdom is your spellcasting modifier for these spells.
Dreadnaught[edit]
Dreadnaughts are the bulk of muscle that make surrakar so dangerous and feared. They are spurred by the sight of blood into crazed frenzies.
Ability Score Increase. Your Constitution score increases by 1.
Blood Rage. Whenever you see a creature take slashing or piercing damage, you may enter a blood rage as a reaction. A blood rage lasts until the end of your next turn. While raging, you score a critical hit on a roll of 19-20, and have advantage on attack rolls. You can use this trait a number of times equal to your proficiency bonus, regaining all use after you finish a long rest.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 6'' | +1d12 | 230 lb. | × (2d4) lb. |
*Height = base height + height modifier |
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