Andalite
1D8 HP
+4 AC
Tail Strike: 1D6 + STR piercing
Tail Slash: 1D8 + DEX slashing
Kick: 1D6 + DEX slashing
Subdual Strike: STR
1D6 Skill + INT MOD
Proficiency to DEX + INT
40ft Base Speed/10ft Swimming
+2 INT, -2 CHA
Trained in: Gather Info, Technology, Knowledge
-Andalites can roll for Tech Usage untrained/alien without Disadvantage
-Andalites are at Disadvantage for social based rolls involving all races (except other Andalites)
-An Andalite may sacrifice all other actions in a round in order to use TAIL STRIKE twice rapid fire on the same target. They must be in their natural form and can do nothing else that round. This is altered when the Andalite regularly gets two attacks due to their level. It then becomes Advantage on attacks with 2D6 + STR piercing damage.
-Andalites are able to gain the Morphing Ability.
-Andalites may take the following Feats as Natural Form Feats: Charge, Exploit, Gentle Touch, Hamstring, Preferred Enemy (Yeerk, Taxxon, or Taxxon Controller), Running Attack
Gedd
1D6 HP
+2 AC
Unarmed Strike: 1D4 + STR
1D4 Skill + INT MOD
Proficiency to STR + CON
25ft Base speed/20ft Swimming
-2 DEX, +2 CON
Trained in: Athletics, Perception, Gather Info
-Gedd are able to make any CON roll (save attack rolls) without Disadvantage.
-Gedd are always at Disadvantage when trying to verbally communicate with anything other than another Gedd.
-Gedd are immune to all poisons, toxins, etc and do not take any damage from attacks that deal damage over time such as bleeds. This does mean they do not have to make rolls to resist these damages.
-Gedd are able to gain the Morphing Ability.
-Gedd may take the following Feats as Natural Form Feats: Absorb, Break, Rage, Reckless Attack, Taunt
Hork-Bajir
1D10 HP
+4 AC
Blade Slash (arm or leg): 1D8 + STR Slashing
Tail Strike: 1D6 + STR Slashing. On a hit the target must make a DEX Save VS Prone for one round. DC Hork-Bajir’s STR score.
Bite: 1D4 + STR crushing or STR piercing
1D4 Skill + INT MOD
Proficiency with DEX + STR
25ft Base speed/15ft Swimming/35ft Climbing
+2 DEX, -2 INT
Trained in: Athletics, Acrobatics, Perception
-Hork-Bajir get Advantage on all DEX based rolls (except attack rolls) when in trees.
-Hork-Bajir are always at Disadvantage with social rolls involving all other races.
-Hork-Bajir heal incredibly fast. If hit in a round of combat at the end of that round they may heal a number of HP equal to their CON MOD if in their natural form. This cannot exceed their maximum HP and extra HP are simply lost. It can stabilize but not revive them if they drop below 0. If they do drop below 0 they can only return to a maximum of their Bloodied state and no further healing of this type can occur until they take a long rest.
-Hork-Bajir are able to gain the Morphing Ability.
-Hork-Bajir may take the following Feats as Natural Form Feats: Absorb, Break, Favored Terrain, Menacing Presence, Reckless Attack, Rend, Taunt
Humans
1D8 HP
+4 AC
Unarmed: 1D4 + STR
1D8 Skill + INT
Proficiency with INT + CHA
25ft Base speed/15ft Swimming
+2 CHA, +2 INT
Trained in: Gather Info, Social, Technology
-Unless sleeping/unconscious or otherwise specifically prone, Humans cannot be surprised.
-Humans are at Disadvantage with all alien technology unless they specifically take time to study with someone trained.
-Humans go first (in initiative order) for the first round of combat, defaulting to full initiative order for the rest of combat.
-Humans can gain the Morphing Ability.
Leeran
1D8 HP
+2 AC Resistant to Psychic Damage
Unarmed Strike: 1D4 + STR
1D6 Skill + INT
Proficient with STR and WIS
20ft Base speed/60ft Swimming
+2 WIS, -2 DEX
Trained in: Perception, Athletics, Craft
-Leeran are able to read minds of all creatures within 10ft of themselves. If the target knows about this ability they may make a CON save VS the Leeran’s INT Score + MOD. On a fail the Leeran may essentially read one true, current thought from the target. Target’s who do not know about this ability get no save.
-Leeran are at a Disadvantage on all social based rolls dealing with any creature who knows about their psychic ability due to suspicion.
-Leeran can regenerate limbs. They may roll a percentile any time a limb is severed and have a 50% chance to regenerate immediately. If they fail the limb regenerates after a long rest.
-Leeran give allies in combat a +2 morale bonus to attack rolls.
-Leeran are able to gain the Morphing Ability.
-Leeran may take the following Feats as Natural Form Feats: Danger Sense, Gentle Touch, Rapid Healing, Swimp Champ, Taunt, Threatened, Tracking
Mercora
1D10 HP
+4 AC Resistant to Piercing/Slashing/Crushing Damage
Big Claw: 1D8 + STR
Little Pinch: 1D4 + STR
1D4 Skill + INT
Proficient with INT + WIS
20ft Base speed/20ft Swimming
+2 INT, -2 DEX
Trained in: Craft, Tech, Medicine
-Mercora do not roll at Disadvantage when healing other races.
-Mercora are always at Disadvantage with DEX rolls (except attack).
-During combat a Mercora can use their action to use one of two types of Forcefields. They can do this 5 times per long rest.
-Shield: Effects one ally. The ally gets a bonus to their AC equal to the casting Mercora’s INT MOD. This lasts until the ally is hit.
-Barrier: Effects up to six allies. This effect ends if an ally inside makes an attack. This barrier has HP equal to the casting Mercora’s INT score. Once that total has been reached the barrier dissolves. Allies can leave the protection of the barrier to attack but cannot re-enter.
-Mercora cannot gain the Morphing Ability.
-Mercora may take the following Feats as Natural Form Feats: Absorb, Appeasement, Burrow, Gentle Touch, Hamstring, Hold Person, Taunt, Threatened
Taxxon
1D10 HP
+2 AC
Claw: 1D4 + STR Piercing
Bite: 1D8 + STR Crushing
1D4 Skill + INT
Proficient with CON + STR
20ft Base Speed/30ft Swimming
+2 CON, -2 WIS
Trained in: Perception, Tech, Vehicle
-Taxxon heal 1D4 each time they eat something, even in combat, however this uses their full round.
-Taxxon must make a CON save every time blood is spilled near them or they will be engulfed by hunger. DC is based upon scenario and should be difficult. If failed the Taxxon must spend every round until they make the save eating. A Taxxon only needs to make this save when an injury is made initially and do not need to make consecutive saves for the same injury unless they fail the initial save.
-Taxxons may at will/or upon a failed CON save as above if the DC is missed by half or more, enter a FEEDING FRENZY. They gain +4 to STR and may make one additional attack per turn provided it is a Bite attack. In this state they will attack whatever is closest to them including friends. Each FEEDING FRENZY lasts a number of rounds equal to the Taxxon’s CON MOD.
-Taxxon can gain the Morphing Ability.
-Taxxon may take the following Feats as Natural Form Feats: Absorb, Ambush Predator, Burrow, Charge, Claw Claw Bite, Exploit, Frenzy, Prey Drive, Reckless Attack, Rend, Tracking
Arn
1D6 HP
+4 AC
Piercing Claw: 1D4 + STR Piercing
1D6 Skill + INT MOD
Proficiency to INT + WIS
20ft Base Speed/10ft Swimming/60ft Flying
+2 INT, -2 CON
Trained in: Perception, Gather Info, Medicine
-Arn may make a Medical roll on any race without Disadvantage.
-Arn are at Disadvantage with all vehicle operation.
-With their innate biological knowledge an Arn (in it’s natural form) may make called shots without Disadvantage. If the hit is successful it acts as a Critical Hit. They must declare a called shot before rolling to attack. They may do this once per long rest.
-Arn are able to gain the Morphing Ability.
-Arn may take the following Feats as Natural form Feats: Called Shot, Deft Hands, Detect Purity, DiveBomb, Fly-By Attack, Threatened
Chee
1D12 HP
+4 AC & Resistant to all damage
Subdual Strike: 1D12 + STR Bludgeoning On a hit the Target must make a CON Save VS Stun for one round. DC Chee’s STR Score.
Bite: 1D6 + STR crushing
1D8 Skill + INT MOD
Proficiency to INT + STR
30ft Base Speed/30ft Swimming
+2 INT, -2 WIS
Trained in: Athletics, Craft, Knowledge
-Chee may make any STR based roll (except attack rolls) at Advantage.
-Chee must make a CON Save before and after any act of violence due to risk of Stupor—DC is based upon the act itself and as such there are no set rules. Stupor lasts 2 full rounds during which time the Chee cannot act. Once Stupor ends the Chee is at Disadvantage to all rolls intended to cause harm until they take a long rest.
-During combat if a Chee kills an opponent they may advance to the nearest enemy. They may do this multiple times in one round if they kill their targets with one hit. Each attack does risk Stupor.
-Chee are not able to gain the Morphing Ability.
-Chee may take the following Feats as Natural Form Feats: Absorb, Appeasement, Blind, Camoflage, Deafen, Feign Death, Gentle Touch, Hold Person, Taunt
Howlers
1D12 HP
+4 AC Resistant to Fire/Sonic/Slashing/Piercing Damage
Claw Strike: 1D8 + STR Slashing
Howl: Must spend a round to charge. Must roll a D6 after usage and only a 6 recharges. 1D12 + CON sonic damage. Howler may chose to Deafen, Stun, or Fear and all hit targets must make a CON Save DC for all is Howler’s CON Score + MOD.
1D4 Skill + INT
Proficiency with DEX + STR
25ft Base speed/15ft Swim
+2 STR, -4 WIS
Trained in: Acrobatics, Athletics, Perception
-Howlers never have Disadvantage on STR or DEX rolls (except attack.)
-Howlers are always at Disadvantage with INT based rolls.
-Howlers may OUTRAGE as a free action. This grants them +2 damage and they do not suffer from the effects of Bloodied. They do not stop until they are dead. They may do this once per day and it lasts a number of rounds equal to their CON MOD. It cannot be removed and must run its course which means in the event all enemies are killed but time still remains the Howler may attack friends. They must make an INT save or they will attack anyone nearby—a successful save means they will simply take out their aggression on nearby inanimate objects.
-Howlers are constantly communicating with other Howlers. This will grant them applicable INT and WIS bonuses to situations if other Howlers have experience.
-Howlers are not able to gain the Morphing Ability.
-Howlers may take the following Feats as Natural Form Feats: Ambush Predator, Deafen, Disorient, Reckless Attack, Rend, Running Attack, Taunt, Tracking
Iskoort
1D6 HP
+2 AC
Unarmed: 1D4 + STR
1D6 Skill + INT
Proficient with INT + CHA
20ft Base speed/10ft Swimming
+2 CHA, -2 CON
Trained in: Gather Info, Social, Technology
-Iskoort gain Advantage on all social rolls.
-Iskoort are at a Disadvantage on all CON based rolls.
-All Iskoort can CONFOUND a single target. Through one-on-one talk designed to confuse and disorient a target the Iskoort puts them at a Disadvantage trigger—meaning at any point if the Iskoort is within hearing range of the target they may start talking again and confuse the target so much that a Disadvantage will apply to whatever it is they are rolling. This completely negates all Racial effects. A WIS save DC the Iskoort’s CHA Score + MOD.
-Castes each Iskoort must be sorted into a Caste. They get additional bonuses for their Caste.
-Warcaste: Unarmed strike damage increased to 1D6. Additional trained skills are athletics and perception. They may make one additional attack to any enemy within range if they kill a target. They may do this a number of times per day equal to their CON MOD.
-Entertaincaste: 1s on performance rolls are re-rolled. Additional trained skills are craft and perform. They may attempt to distract a target for one round, causing them to lose all their actions that round. Target must make a WIS save DC Iskoort’s CHA Score + MOD.
-Sellcaste: Can roll without Disadvantage to figure out how to use alien items (only applies to weapons and mundane items). Additional trained skills are decipher script and appraise. They may ‘attack’ a weapon to attempt to break it during combat at no disadvantage.
-Sciencaste: Can attempt to perform medically on alien races without Disadvantage once spending at least an hour with them. Additional trained skills are tech and medicine. If the Iskoort’s Critical hit on an opponent does not kill them they may immediately make another regular attack.
-Once every three days the Iskoort must spend three hours under Kandrona Rays. They may not use this time to do anything other than soak up rays.
-Iskoort can not gain the Morphing Ability.
-Iskoort may take the following Feats as Natural Form Feats: Appeasement, Break, Called Shot, Reflexes, Threatened, Tracking
Nartec
1D8 HP
+4 AC
Slap: 1D4 + STR Slashing
1D6 Skill + INT
Proficient with DEX + INT
20ft Base speed/30ft Swimming
+2 DEX, -2 CON
Trained in: Acrobatics, Perception, Tech
-Nartec can use any weapon after spending thirty minutes with it.
-Nartec rests are double regular length making short rests 8 hours and long rests 16 hours.
-Nartec may chose to use DEX or STR for any attack.
-Nartec can not gain the Morphing Ability.
-Nartec may take the following Feats as Natural Form Feats: Break, Dasher & Dancer (in water only), Exploit, Night Rider, Reckless Attack, Swim Champ,
Yeerk
1D4 HP
+8 AC Resistant to Bludgeoning/Crushing
No unarmed attack as they are essentially helpless
1D8 Skill + INT
Proficient with INT + CON
10ft Base speed/20ft Swimming
+2 INT, -4 STR
Trained in: Social, Tech, Vehicle
-In their natural state Yeerks get next-to-nothing. Their ability to take over other creatures is their sole ability. Once in control of another creature they have all that creature’s abilities available to them.
-Yeerks can gain the Morphing Ability.