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When explorers travel to the most inhospitable places in the world, where death is a constant companion. Sometimes they will find something completely unexpected; a village.
The Grounts place of origin and only nation is Grunda, situated in a active volcanic region in the depths of the artic. Which is practically unknown to the outside world due to its inaccessibility and inhospitablness. Grounts also have settlements they've made within other nations borders inside their most dangerous areas such as; mountain tops, poisonous swamps, center of deserts, ocean trenches and places with chaotic magic. Despite the proximity, they have little to do with other species except for the occasional trade of rare resources for technology. And so most of the contact with and information of Grounts comes from when the Grounts are migrating to a new home.
They form small groups in the most inhospitable places. Using the natural deterrent of their habitat to avoid coming into contact with potential enemies.
Adaptive creatures that live in the most inhospitable places
Ability Score Increase. Your Constitution score increases by 1 and your other ability scores decrease by 1.
Age. They take a century to fully mature, although they are mostly grown by 30 years old. But beyond that they suffer from physical ageing and do not have a maximum age.
Alignment. Their immortality leads them to prefer long term stability over any short term goal or desire and so they will follow the rules and fulfil the promise that they agree on with unrelenting determination. So they heavily tend toward lawful. And they are focused on their own survival and affairs so they have little regard for good and evil.
Size. Grounts range from barely 5 feet to well over 6 feet tall. Your size is Medium
Speed. Your base walking speed is 30 feet. You have a climb and swim speed of 10 feet
Environmental resistances. You are resistant to fire, cold and acid damage
Auto-Stabilizing. When you stabilize you gain 1 HP and failing 3 death saving does not kill you. You do die though if you are hit 3 times while at 0 HP
Optional breathing. Instead of dying to suffocation you gain 1 level of exhaustion until you stop suffocating.
Energy absorption. Exhaustion from starvation and dehydration maxes at 3 levels.
Stasis. As an action, you petrify yourself but you can still hear and feel surroundings, you can still take an action but only to remove stasis, gain resistance to all damage, damage threshold equal to level, all other effects including spells and poisons are suppressed and you can take rests like normal while in stasis.
Adaption. Spend one day in stasis and you can change your speed to one of the following or back to normal or remove one poison or disease.
Land 20ft & Swim 30 ft
Land & Climb 20ft
Land & Barrow 10ft
Spend a day in stasis to become acclimated to the environment.
Spend a month in stasis and become slowed to become immune to environmental effects.
Spend a year in stasis and actions take 10x the time and speed becomes 5ft to not be instantly killed by environments.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|3′ 8″||+4d4||300 lb.||× (2d4) lb.|
*Height = base height + height modifier
Natural armour; +1 AC