TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TWM4 
  
   
   
   
  CREDITS: 
   
  Designer:  Jon Hild 
   
  Cover Art:  Joel Amat Guell 
   
  http://joelamatguell.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
  Map of Far Payit:  Dustin Harbuck 
   
  Sample Map of Bareega:  DMS Guild Resource 
   
  http://www.dmsguild.com/product/170644/DMs
  -Guild-Creator-Resource--Map-Pack 
   
  Crystal Skulls Artwork:  Reeko The Skunk 
   
  http://reekotheskunk.deviantart.com/ 
   
   
   
   
   
  TABLE OF CONTENTS 
  MAZTICA ALIVE! ...................................................... 1 
  INTRODUCTION ........................................................ 1 
  ORIGIN .................................................................. 1  
  THE CRYSTAL SKULLS ................................................. 3  
  BAREEGA ............................................................... 5  
  MAZTICAN DOHWAR (RACE) ....................................... 6  
  NEW CLASSES .......................................................... 7 
       MARTIAL ARCHETYPE (DEATHSQUEALER)......................... 8 
       MONASTIC TRADITION (ADAMANTINE CLAW) .................. 8 
       OTHERWORLDLY PATRON  (THE CRYSTAL SKULLS) ............. 9 
  NEW MONSTER ......................................................10       
       FLYING TAPIR ........................................................... 10  
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, the dragon ampersand, Player’s Handbook, 
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All characters and their 
  distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized 
  use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the 
  Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 
  98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK. 
   
   
   
  THE PENGUINFOLK 
   
  
   
  1 
   
  MAZTICA ALIVE! 
   
  The Maztica Alive Community is dedicated to 
  bringing the True World into the 5th Edition, 
  and maintaining consistent lore that will grow 
  organically and consistently.   
    Each product listed below was developed by a 
  community member or members and they 
  consist of core sourcebooks (TWC), novels 
  (TWN), adventures (TWA) and article sized 
  products which focus on a single topic (TWM). 
   
  So far, the following can be found on the 
  Dungeon Masters Guild. 
   
  TWC1 
  The Maztica Campaign Guide 
  TWC2 
  Lopango – Land of the Sacred Sun 
  TWC3 
  Claw and Sting – The Scorpionfolk of 
  the Maztican Underdark 
  TWC4 
  Esmeralda – Island of Revolution and 
  Supernatural Threats 
  TWN1 
  Azure Skies 
  TWM1 Diamond Eyes – A True World Tale of 
  Betrayal 
  TWM2 Fangs and Feathers – A Book of Spells 
  for the True World 
  TWM3 The Grand History of the True World 
  TWA1 
  The Ruins 
  TWA2 
  The Curse of Zarzumotl 
  TWA3 
  Blood Offering 
   
  Each of these sourcebooks can be found at: 
   
  http://www.dmsguild.com/product/171534/TWC
  1-The-Maztica-Campaign-Guide 
   
  INTRODUCTION 
   
  TWM4 The Penguinfolk is a book about a new, 
  playable race of beings who call themselves the 
  dohwar, but most others refer to as the 
  penguinfolk due to ignorance and the race’s 
  appearance.  In the 2nd Edition Spelljammer 
  setting, the dohwar were a space bound race of 
  traders who were seen as both comical and non-
  threatening.  Survival in the True World, 
  however, has a way of changing people – even if 
  those “people” are actually anthropomorphic 
  penguins from another world! 
    When the dohwar came to Toril, they were 
  beset upon by creatures from both the sea and 
  land – leading to their near extinction.  When 
  one of them found a relic of another ancient 
  race, the dohwar found salvation, but possibly at 
  the cost of their souls. 
    In this book you will find the history of the 
  dohwar in Maztica along with the challenges 
  they currently face.  In addition, they are fully 
  intended to be a playable race, with all new 
  character options available. 
    Hopefully you enjoy what has been done with 
  this race of beings that were at one time 
  considered a bit of a “joke.”  Enemies who cross 
  beaks with a deathsquealer fully armed with an 
  adamantine weega certainly no longer think so! 
   
   
   ORIGIN 
   
  When the dohwar first came to Toril, they 
  arrived in the eastern ocean Taylola; not terribly 
  far from Tulom-Itzi, but separated from it by 
  water, jungle and the Pelankal Mountains.  
  Though they were unused to the watery 
  environment, their physiology had not lost its 
  evolutionary memory and the penguinfolk were 
  not in any danger from drowning.  Their steeds 
  however – creatures today known simply as 
  flying tapir (but once called something else), 
  
   
  2 
   
  could not remain aloft forever and they were 
  terrible swimmers.  Luckily a vast green land 
  was within sight, but their swine would have to 
  carry them over the rocky cliffs that stood in the 
  way.   
    It was not long after they had come ashore that 
  the dohwar were set upon by a flock of winged 
  beasts known as hakuna.  The flying tapirs’ 
  scent had been picked up by the predators from 
  miles away.   
    There was a large death toll as the lives of both 
  tapir and dohwar were lost, but the dohwar 
  turned to their brave and foolhardy warriors for 
  salvation.  This fighting force, a nearly suicidal 
  bunch known as the deathsquealers, fought with 
  reckless abandon and turned the flock back to 
  their mountain demesnes, at least temporarily.   
    The dohwar were safe for the time being, but 
  they were in a foreign land with no place for 
  even temporary refuge.  They wandered for days 
  and were beset by numerous other predators of 
  the jungle.  They encountered small groups of 
  mankind and the diminutive jungle halflings, but 
  both were at the very best distrusting of the 
  strange beings in their hunting grounds.     
    Eventually the dohwar returned to the coast, if 
  only to find nourishment for their young and 
  safety for the infirm. 
    The sea was plentiful with fish and the dohwar 
  regained some of their strength in their first 
  weeks along the coastal cliffs.  They found an 
  ancient cave system within the rock that echoed 
  the sounds of the crashing surf.  The echoing 
  booms gave their new home the moniker “The 
  Thunder Cliffs,” but the more proper name of 
  Bareega was given in honor of the dohwar who 
  first located it.     
    The caves were extensive, and it would take 
  them many months, if not years, to explore fully.  
  There was room for their beloved and loyal 
  swine, but they could not risk drawing the 
  hakuna to their new home with the tapir’s 
  pungent scent.  Instead, the penguinfolk built 
  open pens deeper in the jungle and the flying 
  tapir were free to come and go as they pleased.  
  The deathsquealers stood guard close to the 
  pens, prepared for any additional attacks.   
    The worst threat the dohwar faced in their new 
  home did not come from the mountain nests of 
  the hakuna, nor did it come from the jungle – 
  rather, the dohwar were beset upon by the 
  terrible sea devils known as the sahuagin.   
  Dohwar who were hunting 
  just beyond the shallows 
  inadvertently drew the sea 
  devil’s attention and led 
  them right to their new 
  home.  Most of the 
  deathsquealers were 
  stationed deep in the jungle 
  and were not able to return 
  to the cliffs in time.  It was 
  likely that Bareega would 
  be sacked that day, with 
  hundreds of penguinfolk 
  becoming nothing more 
  than meat to the cruel 
  sahuagin raiders. 
    The few warriors that 
  remained in the tunnels 
  gave their lives to allow the 
  young and noncombatant to 
  seek an escape route deep in 
  the unknown tunnels.  The 
  sahuagin would eventually 
  overwhelm the defenders, 
  but it would give the 
  
   
  3 
   
  community at least a fighting chance. 
    Deeper and deeper the dohwar delved, much 
  further than any had gone before, when suddenly 
  a light appeared where none should be.  A 
  massive cavern, smooth to the touch and nearly 
  organic in its stone texture opened before the 
  refugees.  In the rear of the cavern, sitting in an 
  elaborately carved alcove was the source of the 
  light.  Twin crystal skulls shone like beacons to 
  the beleaguered penguinfolk.   
      As if drawn to the power of the skulls, the 
  dohwar surrounded them in a great arc and 
  basked in the warmth they emanated.  A wave of 
  energy passed through the dohwar, spreading 
  quickly into the caverns beyond.  As the wave 
  spread outward it sped to the hunting sea devils 
  and brought to them a terrible feeling of sickness 
  and a desire to return to the sea as quickly as 
  possible.   
    The dohwar stood by the skulls, unaware as of 
  yet to what the skulls had accomplished.  Quiet 
  moments passed until a brave female by the 
  name of Aweekina stepped forward.  She had 
  only recently lost her young to the predations of 
  the hakuna, and as she placed her hands upon 
  the skulls, they bestowed upon her the 
  knowledge that could save her kind.  From that 
  day forward, the dohwar would no longer fear 
  the world around them, but it came with a cost. 
   
  THE CRYSTAL SKULLS 
  OF THE BATRACHI 
   
  Initially unknown to all but Aweekina, the skulls 
  were in fact remnants from a civilization so 
  ancient, that even the men of Maztica had not 
  heard legends.  Only the gods, and perhaps the 
  ancient aarakocra knew that there was an age 
  when the amphibious races ruled much of the 
  world.  Maztica was not the center of their 
  power, but this creator race, known as the 
  batrachi, once had a presence here and they had 
  left behind the crystal skulls. 
    The skulls were sentient and had thousands of 
  years of solitude.  The dohwar had awakened in 
  them a longing to find their creators, whatever 
  may remain of them. In return for helping them 
  in this search, the skulls told the Aweekina they 
  would show her means for her people to both 
  survive and to thrive.  The dohwar merchant 
  ways would need to fall away and a new, 
  warlike penguinfolk would need to emerge.  
  Unfortunately, the Crystal Skulls, like some of 
  their batrachi creators, have a cruel streak of 
  their own.  Their interests in the dohwar are not 
  the result of charity. 
    Painfully, the skulls taught the dohwar to file 
  down the cartilage of their fins with sharp edged 
  obsidian and to coat the resulting claws with the 
  metal known as adamantine – the caves were 
  loaded with veins of the valuable metal. Useless 
  appendages became deadly fighting instruments 
  and even the traditional beak swords of the 
  dohwar known as the weega were now forged 
  exclusively from the metal.   
    While the deathsquealers remained strong and 
  kept their traditional fighting styles (bolstered by 
  their new weapons), a new breed of warrior was 
  born that shunned both the traditional weega and 
  the tapir of the deathsquealers.  The Adamantine 
  Claw became a new elite fighting force, who 
  used only the strength in their bodies, reinforced 
  by pain and an indestructible metal. 
    There are not many dohwar who are permitted 
  to “speak” to the Skulls (only those who touch 
  the Skulls may communicate with the 
  intelligence that resides within), but those who 
  indicate a desire to can be granted an 
  opportunity by the now immortal Aweekina 
  herself.  Oftentimes, these chosen few forge a 
  pact with the Skulls for power and the pact 
  forged gives the dohwar the powers of warlocks 
  – something never before seen among the 
  penguinfolk.  This semireligious group has been 
  referred to as a cult and they are often accused 
  of serving only the Skulls, without an actual 
  desire to see the community flourish.  The 
  deathsquealers in particular hold no lost love for 
  the dohwar warlocks. 
    Unbeknownst to even Aweekina, the Crystal 
  Skulls care nothing for the dohwar.  At the time 
  being, the training and magic that they provide 
  has undoubtedly saved the dohwar from 
  extinction, but the penguinfolk themselves are 
  slowly rotting from the inside.  The Skulls are 
  certain that remnants of the batrachi civilization 
  still exist within the world – perhaps in the True 
  World itself, and they would sacrifice the entire 
  community for even the smallest of discoveries. 
  
   
  4 
   
  THE CRYSTAL SKULLS OF THE 
  BATRACHI 
  Wondrous item, artifact (requires attunement)  
   
  The Crystal Skulls are fused in such a way that 
  both heads face generally in the same direction.  
  Their semi-froglike appearance is said to be 
  either greatly unnerving or highly comforting, 
  depending on the intentions and mood of the 
  dual personalities that reside within.   
    The personalities themselves are unique, but 
  remain unnamed.  Neither is dominant over the 
  other, and they most certainly share a common 
  goal.  One is seen as the diplomat of the two, 
  and the rage filled second personality tends to 
  remain quiet, lest an outburst of cruel honesty 
  reveal itself prematurely.  The Skulls are capable 
  of communicating with any being telepathically, 
  but this ability remains hidden outside of the 
  dohwar warlocks.  There is an entire ceremony 
  for new initiates to communicate with the Skulls 
  for the first time (and forge the resulting warlock 
  pact).   
    Actual possession of the Crystal Skulls is 
  denied by the intelligence within and it (they) 
  never grants permission to be used or even 
  removed from its chamber as if it were a simple 
  magical item.  However, in the face of a major 
  discovery about the batrachi, or an existential 
  threat, it might allow itself to be used by a 
  warlock – perhaps only Aweekina.  Its powers 
  are listed below. 
     Random Properties.  The Crystal Skulls of the 
  Batrachi  have the following random properties 
  (DMG pg 219-221). 
   
  • 
  2 minor beneficial properties 
  • 
  1 major beneficial property 
  • 
  2 minor detrimental properties 
   
     Nauseating Antipathy.  The Crystal Skulls 
  may create an effect similar to antipathy at will 
  which can affect a spherical area with a radius of 
  a mile.  They can maintain the effect 
  permanently, but only one type of creature may 
  be affected at a time.  In addition, it takes a full 
  ten days to “recharge” this ability should the 
  Skulls decide to change the type of creature that 
  is affected.   
    The nauseating antipathy, as its name implies, 
  forces all creatures of the designated type within 
  range to suffer from intense queasiness and 
  unless they make a DC 17 saving throw, they are 
  nauseated while in range.  Creatures inherently 
  understand the source of the sickness and often 
  choose to leave the maximum range as quickly 
  as possible. 
     Immortality.  The Crystal Skulls may choose 
  to stop the effects of aging on any one creature.  
  This being need not be attuned to the artifact. 
     Fonts of Ancient Knowledge.  The Crystal 
  Skulls have remained undisturbed since the very 
  end of the batrachi empire, yet they are virtual 
  sages in reference to those ancient beings.  The 
  Skulls know ancient lore that cannot be found 
  elsewhere.  Effectively, the Crystal Skulls have a 
  skill proficiency in Intelligence (History) +15 in 
  regards to the batrachi or their empire. 
    Part of the knowledge that the Skulls have 
  passed on to the dohwar was in both the location 
  of large deposits of adamantine, and how to 
  work the impossibly hard metal. 
    Voidmind.  When carrying the Crystal Skulls 
  your mind is protected by the perfect crystalline 
  structure of the Skulls.  You are immune to 
  psychic damage and enchantment magic. 
    Warlock Pact.  The Crystal Skulls are 
  themselves a new source of pact magic for 
  warlocks as described in New Classes. 
    Skills.  The calm, calculating personality 
  within the Skulls has proficiency in Persuasion 
  +12 and the angry personality has Intimidation 
  +12.  Whichever approach the Skulls use to 
  accomplish their goals, they typically get their 
  way. 
   
     Destroying the Skulls.  The Crystal Skulls are 
  virtually indestructible, but other than their 
  ability to project nauseating antipathy and their 
  powerful personalities, they do not have many 
  defenses against those who would seek their 
  destruction.   
    The only way to permanently destroy the skulls 
  themselves would be to enter (through powerful 
  magic, possibly psionic powers) the crystal 
  lattice realm in where the personalities reside 
  and destroy them.  Such a projection would be 
  fraught with danger as the Skulls have 
  additional, unknown powers within their realm. 
  
   
  5 
   
  BAREEGA 
   
  Bareega is a collection of caverns and the 
  tunnels that interconnect them.  The lower levels 
  are fully flooded with ocean water so habitation 
  only begins at sea level and above.  The magic 
  of the skulls keeps the sahuagin away from 
  Bareega, but there are other threats that 
  occasionally arise from 
  the depths.  Most 
  recently, a chimeric 
  shark-octopus creature 
  known as a luscan killed 
  close to a dozen dohwar 
  before it was chased off. 
    The dohwar do not 
  generally build 
  permanent structures 
  within the caverns 
  themselves, but rather 
  use the natural 
  environment to suit their 
  needs.  Their eggs are 
  hidden deep within the 
  caverns, but are still kept 
  a good distance from the 
  Crystal Skulls. 
    In title, Bareega is 
  actually led by the 
  chieftain Kookree, a male 
  dohwar deathsquealer 
  whose ancestor led the 
  penguinfolk in their 
  battle against the hakuna.  
  Kookree himself is 
  perhaps the most 
  powerful deathsquealer 
  currently living, but he 
  tends to stay with the 
  others of his squadron in 
  the jungles, watching 
  over the flying tapir.   
    Kookree leaves much of 
  the day to day leadership 
  role to Looleeya, an 
  adamantine claw monk 
  that spends most of her 
  time training new 
  initiates in her ways.  The 
  lack of leadership has 
  finally allowed Aweekina, the seemingly 
  immortal warlock and Keeper of the Skulls, to 
  exert control.  Her influence is causing tensions, 
  and the dangerous expeditions she sends the 
  dohwar on are often seen as a terrible waste.   
     
  A sample map of some of Bareega’s caverns is 
  provided below. 
   
  
   
  6 
   
  MAZTICAN DOHWAR 
   
  If it was capable of laughter, the sea devil would 
  certainly have done so.  The bird-man who stood 
  before him could not have been more than four 
  feet tall and it appeared to be defenseless as it 
  waddled in his direction.  The sahuagin thought, 
  and may have actually 
  said the word “meat” out 
  loud. 
    The dohwar adamantine 
  claw was used to being 
  underestimated and it 
  gave him a distinct 
  advantage when it came 
  to larger beings; always 
  did they fail to see death 
  coming for them!  Having 
  honed his fins down to 
  sharp edges and enduring 
  the terrible pain of an 
  adamantine sheen, the 
  dohwar’s impossibly 
  sharp claws were ready. 
    The sahuagin thrust its 
  obsidian tipped trident at 
  the dohwar in an attack 
  that would have certainly 
  impaled a less agile 
  creature.  As it was, a 
  single tine clipped the 
  dohwar’s torso and a 
  fresh line of blood mixed 
  with its smooth feathers.  
  The sea devil 
  overextended itself in the 
  attack however, and in the 
  blink of an eye, the 
  dohwar slashed at the 
  sahuagin’s throat.  Rancid, fish-like blood 
  poured from the wound as the sea devil gurgled.  
  The dohwar walked on, not even taking time to 
  watch the creature die as he searched for new 
  adversaries. 
   
  Maztican dohwar are barely recognizable as the 
  annoying race of merchants that they might once 
  have been.  Constantly under siege in a hostile 
  world, they have become shockingly efficient 
  survivors. 
  DECEPTIVE FEROCITY 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Beyond the strength they have been given 
  through their contact with the Crystal Skulls, the 
  fact that almost all of their enemies 
  underestimate the penguinfolk is what gives 
  them such a great advantage in battle.  
    Enemies find it difficult to understand how 
  anthropomorphic penguins 
  flying on winged tapirs 
  could be such a deadly 
  threat usually until it is too 
  late.  Almost all 
  penguinfolk are taught to 
  fight from a young age.  
  The most aggressive 
  typically choose to become 
  deathsquealers, the most 
  agile become adamantine 
  claws and the charismatic 
  or introspective are 
  indoctrinated into the 
  secretive society of 
  warlocks.  Few other 
  brands of warrior exist, but 
  in most cases, this deadly 
  trio is enough. 
   
  FAITH IN LITTLE 
  ________________________________________________________________________________________________________________________ 
   
  When the dohwar first 
  came to Maztica, they 
  were not known for their 
  piety, and it was not long 
  after their arrival that the 
  whole of Maztica was 
  transported to the godless 
  world of Abeir.  Needless 
  to say, the penguinfolk still 
  have faith in very little.  It is likely this void that 
  has allowed the Crystal Skulls of the Batrachi to 
  gain such a foothold on their society.  The 
  warlocks in particular believe the Skulls to be at 
  least semi-divine, a trait that is encouraged by 
  the manipulative artifact. 
    Now that Maztica is back on Toril, and the 
  gods have come back, perhaps the dohwar will 
  soon find a true faith, but until such time, 
  penguinfolk clerics are quite rare.  
   
  �� 
  Adamantine Weapon 
  Adamantine armor was covered in the 
  DMG, but there is an obvious omission 
  in the case of adamantine weapons.   
  In this product, weapons which are 
  forged of adamantine (including both 
  the weega of the deathsquealers and the 
  claws of the adamantine claw) allow 
  the attacker to threaten a critical hit on 
  a roll of 19-20. 
  If this does not suit the DM’s vision of 
  an adamantine property, it is 
  recommended that the name simply be 
  changed to one that is unique.  All 
  references (including the adamantine 
  claw) would then need to follow the 
  newly named material. 
  �� 
  
   
  7 
   
  PENGUINFOLK NAMES 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  For all that the penguinfolk have changed from 
  their space bound origins, their naming 
  conventions have remained since their arrival.  
  Penguinfolk do not have clan or family names, 
  and each name is typically intended to be unique 
  (though coincidence often dictates otherwise).  
  When a name is chosen for a chick, the sound 
  made by a long and high pitched “ee” is the 
  norm.  Female names resemble those of males 
  with the addition or replacement of an “a” at 
  their conclusion. 
   
  Names.  Adeek (Adeeka), Bakeeree (Bakeera),  
    Biteekie (Biteeka), Eekalee (Eekela), Jikee  
    (Jika), Muteekee (Muteeka), Rakeet (Rakeeta),  
    Riteek (Riteeka),  Tookreet (Tookreeta),  
    Vahteek (Vahteeka). 
   
  PENGUINFOLK TRAITS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Your dohwar character has a number of inborn 
  traits that are common to all members of the 
  race. 
   
    Ability Score Increase.  Your Constitution 
  score increases by 2 and your wisdom score 
  increases by 1. 
    Age.  Penguinfolk mature early (reaching 
  adulthood at 14) but you tend to live only until 
  the age of 50, with rare elders reaching 75. 
    Alignment.  Penguinfolk run the full gamut of 
  alignments without any special preference for 
  one over the other.  However, as a 
  deathsquealer, you tend to be chaotic, as 
  adamantine claws, you tend to be both lawful 
  and neutral and as a warlock, you are generally 
  either chaotic neutral or chaotic evil. 
    Size.  Penguinfolk adults typically range from 
  4 to 5 feet tall and average about 150 lb.  Your 
  size is Medium.   
    Speed.  Your walking speed is 25 ft and your 
  swim speed is 40 ft. 
    Flippers.  As a dohwar, you have very clumsy 
  hands and cannot wield normal weapons without 
  suffering disadvantage on attacks.  Only 
  adamantine claws (the monastic tradition) 
  overcomes this racial disability. 
    Exotic Metabolism.  You are incapable of 
  becoming intoxicated and have an inborn 
  resistance to all poisons. 
    Weega Training.  You are proficient in the use 
  of a weega which no other race is known to be 
  capable of using.  They are specifically designed 
  for the dohwar body shape.   
   
   
   NEW CLASSES 
   
  Maztican dohwar almost universally belong to 
  one of the three paths below, though there are 
  known to be occasional rogues (a holdover from 
  their space bound culture), barbarians, bards and 
  rarely clerics.  Wizardry is all but unknown and 
  �� 
  Weega 
  The weega is the weapon most often 
  used by dohwar which compensates for 
  their lack of ability in wielding 
  weapons such as swords or macuahuitl. 
  The weega has some similarities to a 
  sword, but there is no handle.  Instead, 
  tight leather straps are woven through 
  the base of a blade.  The straps are 
  secured around the face and beak of a 
  dohwar, and the wielder can either jab 
  or slash with a variety of quick neck 
  motions.  
  A weega has no value to other races 
  and can only be used by dohwar.  It can 
  be used as either a slashing or piercing 
  weapon and in either case does 1d8 
  damage.  Most weega forged in 
  Bareega are adamantine and threaten a 
  critical hit on a roll of 19-20. 
  �� 
  
   
  8 
   
  sorcerers are actively oppressed by the warlocks.  
  In fact, should a dohwar be found outside of 
  Bareega’s influence, it is often an exile that has 
  manifested such powers. 
    The deathsquealer is a martial archetype, the 
  adamantine claw is a monastic tradition and the 
  Crystal Skulls are used as an otherworldly 
  patron for warlocks. 
   
  DEATHSQUEALER  
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The deathsquealer is a near suicidal fighter who 
  cares little for the chaos they cause on the 
  battlefield or the loss of their own lives.  This 
  tradition is the longest known for the dohwar 
  and while they were once considered “insane” 
  by their peers, the deathsquealer has become an 
  honored warrior class in the True World. 
   
  MOUNT 
  At 3rd level, you are given a flying tapir as your 
  mount and greatest companion.  You and the 
  beast become bonded in a ritual that takes a full 
  8 hours. 
    You add your proficiency bonus to the tapir’s 
  AC, attack rolls, damage rolls and four times 
  that amount to its hit points. 
    The flying tapir cannot speak, but it 
  understands both verbal commands and subtle 
  movements of your body.  While you are in 
  physical contact with the tapir (riding the tapir, 
  for example), silence does not affect your ability 
  to control its movements. 
    You can use a bonus action to command it to 
  take the Attack, Dash, Disengage, Dodge, 
  or Help action.  
    Should your flying tapir be killed, you must 
  repeat the ritual to bond with another. 
   
  RECKLESS ATTACK 
  Starting at 7th level, you can throw aside all 
  concern for defense to attack with fierce 
  desperation as the barbarian ability of the same 
  name. When you make your first attack on your 
  turn, you can decide to attack recklessly. Doing 
  so gives you advantage on melee weapon attack 
  rolls using Strength during this turn, but attack 
  rolls against you have advantage until 
  your next turn. 
   
  FEATHER FALL 
  At 10th level, you instinctively learn to use your 
  body to slow falls so that they no longer cause 
  damage.  This ability works regardless of your 
  condition. 
   
  EXTENDED STRIKE 
  At 15th level, despite your stature, while riding 
  your tapir, your reach increases to 10 ft while 
  attacking with a weega.  Your weapon also gains 
  the ability to overcome resistance to slashing or 
  piercing damage. 
   
  PEERLESS DEFENDER 
  At 18th level, if you are fighting in defense of 
  noncombatant dohwar, you are extraordinarily 
  difficult to put down.  If you drop to 0 hit points, 
  you may make a DC 10 Constitution saving 
  throw to drop to 1 hp instead and continue the 
  fight.  Once the threat is defeated, you instantly 
  drop to 0 hp if you had to use this ability. 
   
  ADAMANTINE CLAW 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The Crystal Skulls of the Batrachi have a vested 
  interest in the penguinfolk and despite their 
  selfish purposes, they have done remarkably 
  well.  One of their first actions was to impart 
  knowledge of an ancient monastic tradition that 
  hearkens back to the time of the batrachi 
  themselves.  Painfully, the dohwar are instructed 
  to file down their flippers until only sharpened 
  bone remains, and these newly created “claws” 
  are then coated in liquid adamantine.  After 
  years of training, the adamantine claw becomes 
  a fearsome attacker whose appearance belies 
  incredible agility and martial prowess.   
   
  MARTIAL ARTS/PHANTOM ATTACK 
  All dohwar monks who undergo the painful and 
  transformative process of bonding adamantine to 
  their bone can use their claws as a monk 
  weapon.  The adamantine property of scoring a 
  critical hit on a 19-20, does not apply, however, 
  unless the monk is an adamantine claw of 3rd 
  level or higher.  Using such a weapon is simply 
  too specialized for those who are not specifically 
  trained in its use.   
    Using 1 ki point, you may also slash with your 
  claws and cause damage from a maximum range 
  
   
  9 
   
  of 30 ft at 3rd level.  This attack works exactly as 
  if the target had been standing within 5 ft of the 
  adamantine claw, but the wounds simply appear 
  on the target on a successful attack.   
   
  PAIN IMMUNITY 
  The pain that is first inflicted by applying 
  adamantine to the body certainly lessens after 
  the initial process, but it never disappears fully.  
  As a result, by 6th level, the adamantine claw 
  becomes immune to any negative effects caused 
  by pain. 
   
  STAGGERING ATTACK 
  At 11th level, you can use 3 ki points as a bonus 
  action to infuse your claws with the same effects 
  as a staggering smite spell.  For the next minute, 
  your claws are charged with this ability and if 
  you successfully strike an opponent you deal an 
  additional 4d6 psychic damage.  In addition, the 
  target must make a Wisdom saving throw equal 
  to 8 + your proficiency bonus + your Wisdom 
  modifier.  On a failed save, it has disadvantage 
  on attack rolls and ability checks, and can’t take 
  reactions until the end of its next turn. 
   
  ADAMANTINE BODY 
  At 17th level, the adamantine in your claws 
  infuses your whole body and you gain the 
  immunity normally afforded by adamantine 
  armor.  Any critical hit which strikes you 
  becomes a normal hit. 
   
   THE CRYSTAL SKULLS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Your patron is an intelligent, ancient artifact that 
  holds vast knowledge of a civilization long lost 
  to time and catastrophe.   Your patron has 
  undoubtedly selfish motivations, but the power 
  that it affords you is more than worth it. 
   
  EXPANDED SPELL LIST 
  The Crystal Skulls let you choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the 
  warlock spell list for you.  
   
  CRYSTAL SKULLS EXPANDED SPELLS 
   
   
  Spell Level 
  Spells 
  1st  
  Disguise self, false life 
  2nd 
  Darkvision, levitate 
  3rd 
  Stinking cloud, water breathing 
  4th 
  Confusion, control water 
  5th 
  Dominate person, telekinesis 
   
  PSYCHIC SICKNESS 
  Starting at 1st level, the Crystal Skulls imbue you 
  with some of their ability to cause others to 
  become sick in your presence.    
    As an action, you can cause each creature in 
  a 10-foot cube originating from you to make a 
  Wisdom saving throw against your warlock spell 
  save DC. The creatures that fail their saving 
  throws are all nauseated by you until the end of 
  your next turn. 
    Once you use this feature, you can’t use it 
  again until you finish a short or long rest. 
   
  EXTRADIMENSIONAL SANCTUARY 
  At 6th level, you may use an action to create a 
  door to the extradimensional realm where the 
  consciousnesses (both of them) of the Crystal 
  Skulls reside.  The realm is crystalline and 
  beautiful, but you can only remain within it for a 
  maximum of an hour without suffering damage.  
  At the start of every additional ten minutes you 
  remain in the sanctuary, you take 2d8 psychic 
  damage that bypasses the resistance granted by 
  this class at 10th level.  You may take as many as 
  8 additional Medium sized creatures with you, 
  but they begin taking the psychic damage after 
  30 minutes (also in ten minute intervals).  The 
  Crystal Skulls are not welcoming to others in 
  their demesne. 
    You may use this ability once between short 
  and long rests. 
   
  PSYCHIC RESISTANCE 
  At 10th level, the crystalline lattice of the Skulls 
  protects your mind from psychic damage.  You 
  gain advantage on all saving throws against 
  attacks that cause psychic damage and only take 
  half the damage you normally would. 
   
  CRYSTAL BANISHMENT 
  Starting At 14th level, you may force others to 
  enter the crystalline extradimensional realm.   
    As an action, you choose a creature that you 
  can see within 60 feet of you.  It must make a 
  
   
  10 
   
  Wisdom saving throw against your warlock spell 
  save DC. On a failed save, it is sent to this realm 
  for 1 minute or until your concentration is 
  broken.  The creature also takes 6d8 psychic 
  damage as the intelligences of the Skulls attack 
  the creatures mind.   
    At the end of the minute, the creature returns to 
  its original position.   
    You may use this ability once between short 
  and long rests. 
   
  NEW MONSTER 
   
  The flying tapir is a new monster closely 
  involved with the penguinfolk. 
   
  FLYING TAPIR 
   
  The flying tapir is an important 
  part of penguinfolk culture and 
  when penguinfolk are met 
  outside of Bareega, they 
  generally can be found riding 
  one of these creatures. 
    Evolved Swine.  The flying 
  tapir was once a creature known 
  as “space swine” when the 
  dohwar were a spacefaring race 
  of merchants.  Though they are 
  not entirely identical in 
  appearance, in the True World 
  the tapir is closest in 
  resemblance to these creatures 
  and they have adopted the local 
  name.  Interestingly, after nearly 
  two centuries of selective 
  breeding, the flying tapir snouts 
  are beginning to elongate, and 
  their appearance is beginning to 
  fall more in line with their 
  namesake.   
    Of course, the tapir’s wings are 
  completely unique to these 
  swine, and they are powerful 
  enough to carry most riders of 
  medium size. 
    Bonded Mount.  The 
  deathsquealers have formed 
  what might be considered an 
  entire subculture within the dohwar.  They are 
  insane risk takers to the point of being 
  considered almost suicidal in their reckless 
  attacks, but the one thing they are cautious about 
  is protecting their mounts.  A deathsquealer 
  whose mount is killed will mourn the loss of 
  their companion more than the closest of family 
  members.   
    The deathsquealers are not the only 
  penguinfolk who use flying tapirs as mounts, but 
  only they share a mystical bond with the 
  creature. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWM4 - The Penguinfolk [5e].pdf