Skaraks

In The Unremembered Lands, the Skaraks are a race of nomadic humanoid scorpions native to Yzypt. Skaraks are a peaceful warrior race. They are known across the world for their feats of strength and unwavering endurance. They are natural berserkers who fight to protect their kind. They say that the Skaraks spend three-quarters of their day sparring and training nonstop. Once a year the Skaraks setup camp for a month straight to host the world games, where contestants from all over can compete in challenges such as javelin throwing, archery, hand to hand combat, and other combat orientated sports. The Skaraks also have a distaste for spellcasters as they believe their craft it to be unnatural. They do not condemn it and anyone who practices the craft as they are a race that takes pride in respecting the cultures of other races, but they themselves refuse to practice spellcasting. Skaraks represent the fiercest and strongest warriors among the surface dwelling civilizations and are regurlarly sought after by members of high ranking nobility to serve as body guards, captain of guards, and even sellswords.

Age: Skaraks mature at about 10 years of age and tend to live till about 140.

Height: Skaraks stand on average 7'4, your size is medium.

Weight: Skaraks tend to weigh about 250 pounds on average.

Darkvision: You have darkvision out to a range of 60ft. You cant discern colors in darkness, only shades of grey.

Alignment: Most Skaraks are lawful neutral.

Ability Score Increase: Your strength score increases by 3, and your constitution score increases by 1.

Scorpion Tail: Your tail deals 1d6+your strength modifier on a hit. This attack counts as an unarmed strike for you.

Shoulder Charge: You can attempt to bash straight through any surface provided you have a running start first.You can attempt to charge through anything but the DM determines if you can feasibly do so, and whether or not you take any damage in the process. As a general rule, you can always break through anything equal to or weaker than 1ft of sandstone in strength, without needing to make an ability check and take no damage from it.

Shelled Carapace: Due to your shelled exoskeleton, you gain a +1 to your AC.

Desert Dweller: You are naturally acclimated to hot environments and are considered to have fire resistance for the purpose of overcoming extreme environmental heat capable of causing exhaustion.

Unyielding Tenacity: Skaraks are some of the most resilient beings known in the world, you have advantage on all saving throws against exhaustion, and whenever an effect would give a level of exhaustion, you instead make a constitution saving throw to determine whether you receive the level of exhaustion or not.

Skarak Weapon Training: You gain proficiency with the Glaive, Maul, and Spear.

Powerful Build: You are considered Large when determining the amount that you can carry, lift pull, and break.