Home >Races >Races by Other Publishers >Legendary Games >

Krang

Krang come from a lush, forested homeworld called Tohrvaul, where their forebears first gathered in small tribes of arboreal apes. Fighting one another for centuries over territory and resources, the krang eventually evolved and merged into industrialized nation-states, causing their skirmishes to blossom into full-fledged wars for control of their entire planet. During this upheaval, agents of the Ultari Hegemony discovered Tohrvaul and approached the krang with an opportunity to test themselves against far greater enemies in a war of epic conquest across the multiverse. Amused by promises of glory from such a perceived ‘lesser’ species, the krang instead challenged the Ultari diplomats to single combat, offering to demonstrate the true superiority of krang culture and savagery for their guests. But the Ultari mindmasters defeated every opponent arrayed before them, thereby earning the respect and admiration of the krang.

Thereafter, krang mercenaries set aside their tribal and national identities, unifying for the first time and quickly earning a powerful position in the Hegemony. Directed to make war against the Bellianic Accord, they proved a terrifying force. However, even in the execution of their duties, the honorable krang began to notice the Hegemony engaged in far more terrible practices of warfare, such as the use of torture, the deaths of innocents, and the use of biological agents and other weapons of mass destruction.

When rumors surfaced that leaders within the Hegemony also sought the release of dark gods capable of purging entire worlds, many krang mercenaries defied their masters and turned on the Hegemony.

In the face of brutal retaliation for these betrayals, the remaining krang restrained themselves, realizing the Ultari still held an iron grip over Tohrvaul.

Nearly a generation later, however, the krang established peaceful contact with elali leaders among the Bellianic Accord and requested clemency for their war crimes, safe harbor, and an alliance to liberate their homeworld from Ultari control. While this choice galled their sense of honor and independence, it ultimately made for a far better outcome, with elali assistance proving vital in blunting the Ultari’s mental dominance over their species.

Now valued members of the Bellianic Accord, individual krang value themselves as honorable warriors, and they tend to regard other beings based on their own battlefield merits, as well. The krang language includes a number of words for respect and valor, and oftentimes a phrase or saying can mean something related simultaneously to both an honor spirit and combat prowess. Fleeing from an evenly matched foe, or disregarding orders given by a commander, represent dishonorable actions to the krang. Yet, they eschew foolhardy endeavors when a tactical retreat brings a greater chance of winning against superior odds. After all, pyrrhic victories with few survivors fail to support the greater good. While krang prefer to fight at close range, they also engage from a distance if conditions call for it, and abhor the use of disease and poison in weaponized warfare.

The greatest sign of dishonor for a krang is the shaving of its fur. This strong aversion to hairlessness also explains their initially negative reactions to most smooth-skinned humanoids. Since joining the Accord, they’ve relaxed this stance, especially as more species ally with them against the Hegemony. Still, they have an inherent distrust towards elves and often seek the advice of dwarves, jaskirri catfolk, and other hirsute species above all others.

Many who meet krang for the first time view them as humorless apes with a fixation on combat and skill-at- arms. After spending time together, they soon realize the krang cling to their honor as a bastion against the painful memories of their association with the ultari. While krang possess a modicum of humor, they generally fail to recognize sarcasm and deceptive word play to deliver a punch line. Gnomish pranks typically frustrate the krang a great deal.

Krang initially had no deities of their own, practicing a rudimentary form of ancestor worship. But centuries serving with the Hegemony (and now the Accord) exposed them to a variety of religious doctrines and principles with many now following the faith of Rarmezarn. Even so, during combat or moments of great stress, krang often invoke the names of powerful warriors who faced similar trials or hardships. Funerary rites are always simple affairs for the krang, and usually involve a recitation of the deceased’s achievements and an entreaty for ancestors to accept the worthy krang into their embrace. A krang who committed a spectacularly commendable deed (e.g., giving her life to single-handedly save innocent tribemates) immediately enters into the register of krang ancestors, and the krang’s name may be invoked in combat by those familiar with them. As a result, many strive for this coveted, eternal recognition.

Krang devote themselves to their children, alternately raising them as one parent goes to war while the other stays behind. At-home parents spend much of their time sparring with their children to teach them the principles of honorable combat. As a result, krang offspring mature quickly and demonstrate their martial prowess as a rite of passage on their tenth birthdays. The resulting celebration often precedes a child’s first participation in communal hunts or patrols.

Despite their strong familial bonds, a krang judges another krang on individual merit rather than lineage. Thus, a krang from a shamed tribe or family has an equal chance to impress other krang as any other. A krang meeting an outsider typically asks for an accounting of the outsider’s proficiency with weapons or a demonstration of bravery. A single tale, truthful or not, impresses a krang, but they always seek visual evidence of another’s skill in battle. Displays of cowardice inevitably cast shadows over all future dealings with a krang, with many refusing to fight alongside such individuals.

A long-used method of gaining a krang’s acceptance is to engage in a trial by combat loosely translated as “stand or fall.” This consists of each combatant head-butting the other until one falls to the ground, either due to unconsciousness or as a means of surrender. Regardless of the outcome, krang view any outsider more favorably for participating in this ritual—especially if they remain standing for more than one strike.

Krang average 6-and-a-half feet in height, but their long arms give them the appearance of being taller. They weigh between 200 and 300 pounds.

Racial Traits

Ordinary krang have racial Hit Dice and add their class levels on top of those. Players wishing to use the krang as a playable race can use the following abilities, which approximate but do not precisely match those of a standard krang’s monstrous statistics detailed in the sample NPCs.

Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence: Krang are exceptionally strong and athletic, but their studies of war leave little time or interest for other forms of learning.

Hit Points: 6

Size and Type: Krang are medium humanoids with the krang subtype, a space of 5 feet, and a reach of 10 feet.

Combat Training: Krang are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.

Natural Climber: Krang have a climb speed of 20 feet.

Natural Weapons: Krang are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Krang gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Relentless: Krang gain a +2 racial bonus on combat maneuver checks to bull rush, overrun, or trip an opponent. This bonus only applies while both a krang and its opponent are standing on the ground.

Alternate Racial Traits

Krang can select any of the following alternate racial traits.

Skull Smash: Some krang truly relish using their heads in battle. Their natural weapons gain the staggered critical hit effect. This racial trait replaces relentless

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.